Here’s a question for a REAL guru:
I have a software renderer that uses standard texture mapping, 1/z z-buffering, and scan-line converting. I would like to know how to do bilinear filtering with my engine. Currently, I’m drawing to an offscreen buffer (a short[] array) like this:
buffer[pixelPosition] = color;
I can get any color from a texture like this:
short textureColor = texture.getColor(x, y);
And I have the texture x and y coordinates. How do I interpolate between two (or maybe even four) texture colors? I have no clue.