Hi
I use Gemserk-processed textures. However they bleed on the GWT-backend (black frame around the fox). Any ideas how to fix it?
Texture:
gwt-bleeding:
Hi
I use Gemserk-processed textures. However they bleed on the GWT-backend (black frame around the fox). Any ideas how to fix it?
Texture:
gwt-bleeding:
Weird fact: when I switch filtering to Nearest/Nearest the bleeding fades away BUT everything looks smooth like Linear/Linear was applied.
try [icode]GL_CLAMP_TO_EDGE[/icode] texture/sampler parameter with linear filtering.
dirty way to check if it’s caused by interpolation is to clamp the coords in your shader like [icode]st = clamp(st0, vec2(0.001), vec2(0.999))[/icode]
i guess if the nearest filter looks the same as linear - then the texture resolution might just match the rendering buffer, which is very unlikely tho’.
nice fox btw!
I dunno. To me it seems like browser renders each texture to some buffer and then it renders the buffer’s content to the browsers canvas using hardcoded Linear filter. The buffer is not gemserk-processed obviously and that gives the bleeding. Telling GDX to use Nearest filter somehow resolves the issue so I’ll stick to that option.
So in summary if you have the same problem: Force Nearest/Nearest filter on the GWT/HTML5 back-end.
Thanx!
Here is the bonus tutorial for you from the artist: http://www.java-gaming.org/topics/how-to-draw-tinto-the-fox/36596/view.html