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Make sure `uv`s for the texture array-based fragment shader are not interpolated

Open bzm3r opened this issue 3 years ago • 0 comments

Currently, we rely on casting uv.z as i32. Does this have any weird edge cases? Better thing would be to add in a flag on the uv that specifies it should not be interpolated. See here for an example of how to do this: https://github.com/bzm3r/doug_renderers/blob/428a400d85ba989e5f78d5d7b4eb9686334bc12c/src/shaders/vpull.wgsl#L43

bzm3r avatar Sep 14 '22 23:09 bzm3r