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Dec 27, 2013 at 9:12 answer added BRICK timeline score: 1
Dec 25, 2013 at 16:50 comment added user13213 You could also try to use txPalette.Load(int3(Index.r, 0, 0)) (which uses integer coordinates) to avoid any sampling, filtering or mipmapping. (You might also want to change the type of your index texture to int or uint as well)
Dec 25, 2013 at 15:02 comment added BRICK @Andon - Thank, you for the reply. I have edited the question and added an image with your suggestion, but the result is almost identically.
Dec 25, 2013 at 15:02 history edited BRICK CC BY-SA 3.0
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Dec 24, 2013 at 21:56 history tweeted twitter.com/#!/StackGameDev/status/415601797102051328
Dec 24, 2013 at 21:51 comment added Andon M. Coleman You really should not be using those coordinates to sample with, especially when you use BORDER for your address mode. Your first and last palette entries are going to be replaced with a constant color. Consider float2( ( Index.r * 255.0 + 0.5 ) / w, 0.5 ) instead. Now each of your U/V coordinates will sample your palette texture exactly at the center of a texel instead of at the border.
Dec 24, 2013 at 16:35 review First posts
Dec 24, 2013 at 18:41
Dec 24, 2013 at 16:17 history asked BRICK CC BY-SA 3.0