Kyle Benesch

Results 315 comments of Kyle Benesch

Maybe this unless I'm wrong: ```c glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); ```

I've applied them here: https://github.com/libtcod/libtcod/commit/f16bcef53b768a230ef6572b81ec5ffe8f81d7ea

I've made a draft PR at #113 where you can suggest code changes for me to try. You should still make your own PR since mine won't focus on adding...

One simple solution would be to setup a framebuffer for rendering the tiles onto, then performing scaling on that. This is something I don't have experience with, but doing it...

I'm trying to stick to features that are on this reference: https://www.khronos.org/opengles/sdk/docs/reference_cards/OpenGL-ES-2_0-Reference-card.pdf

Mipmaps don't solve texture bleeding, they actually cause more of it and will force the padding to be larger. It could be attempted but will take a lot of effort....

> If it's not a mipmap problem, then why does forcing use of LOD 0 fix it? I honestly don't know, and I don't know how to find out more...

> I also noticed that gl_FrontFacing is always false in the fragment shader, which makes me wonder if there's something wonky about the vertex shader setup. The triangles might be...

What platform is `i3`? This kind of thing is difficult to work with. I need to know how to correctly do this in SDL2 and I never had a platform...

Sorry, I didn't notice that this wasn't about python-tcod. `SDL_WINDOW_ALLOW_HIGHDPI` would go into `TCOD_ContextParams` instead. How are you currently initializing the window?