Kyle Benesch

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Mipmaps can be relevant to 2D if you're scaling the window, but I don't have mipmaps enabled for the atlas texture or the shader. This line is supposed to clamp...

It could also be a high amount of error from too much floating point math maybe?

Since you were able to get the sample built would you mind tweaking the shader code and then running the sample? The `.glslf` files are for reference, you'd have to...

> I copied the sample files out of some internal directory that vcpkg had squirreled them away in and modified things to build against the pre-built libtcod provided by vcpkg....

Some questions I should've asked earlier since this is a graphics issue would be what graphics card do you have? And have you updated your graphics drivers lately? Updating your...

> Also vec2 tile_index = tile_address; seems extraneous. Was it meant to be used in your proposed modifications? I messed that up. What I made will probably just shift everything...

Since you're debugging the shader like this. Maybe try `gl_FragColor = tile_address;` and see if the artifact shows up there?

You got it right. I was asking for `gl_FragColor = vec4(tile_address.x, tile_address.y, 0.0, 1.0);` so that I could visually confirm if it had the artifact, but I don't see anything...

The nearest filter is now the default quality on the `update-glsl` branch.

Turns out that `dejavu10x10_gs_tc.png` just looks like a mess with some glyphs. I'm going to switch to `dejavu12x12_gs_tc.png`. I've made two edits of `dejavu12x12_gs_tc.png` where each tile is padded with...