![]() Because it changes de API that our clients need to implement for custom render devices. Sorry for the late reply, this is more complex that adding a float parameter to the texture class. Or maybe even apply it globally to the root and so to the whole visual tree (I mean - enable inheritance of this property).Īnother solution - expose the bias setting to the texture wrap API (Texture.WrapD3D11Texture() method) or as a property of the Noesis.Texture class itself. The proper solution might be an XAML extension (similar to Text Stroke) which is recognized by NoesisGUI: See the attached screenshots to demonstrate why we need the bias to enable the trilinear filtering. The mip map LOD bias helps with increasing sharpness without getting any side effects when the displayed image is static. ![]() 0001269: Expose mip map LOD bias for texture samplingĪs we've discussed, usually with the trilinear filter the result is too blurry, especially if the texture is too large (and all our textures are for 4K so they're large, later we plan to introduce auto switching between textures for 4K and low DPI). ![]()
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