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Thread: why is texture border and GL_CLAMP deprecated ?!

  1. #11
    Advanced Member Frequent Contributor
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    Re: why is texture border and GL_CLAMP deprecated ?!

    @rldivide

    maybe you should consider an entirely different approach.
    Think about clipmapping, virtual texturing and the like.
    That gives you many advantages: Its easier for you to draw the whole thing (no texture swapping, because no more tiles) and fixed texture memory footprint, regardless how big your real texture is. The runtime memory needed is only dependent on the screen resolution then. Also, you can make use of better filtering ... I don't know if your tiling approach (1 texel wide texture border) still works with anisotropic filtering.

  2. #12
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Re: why is texture border and GL_CLAMP deprecated ?!

    Quote Originally Posted by skynet
    maybe you should consider an entirely different approach.
    Think about clipmapping, virtual texturing and the like.
    And before you go bitting off those, consider just abutting standard, simple, easy, MIPmapped textures without border using CLAMP_TO_EDGE.

    Is it perfect? No. But it looks pretty darn good. Plenty good enough in many cases. And when you consider virtual texturing hand-waves away hardware-accelerated MIPmaps entirely for texture filtering it's less clear why you'd want the complexity and expense, at least for ver 1.

    Dittos for clipmapping and the changes mandated for how you store and page terrain/texture off disk, and how it handwaves view-dependent LOD issues (distant mountain kinda ugly? Oops. Sorry.)

  3. #13
    Senior Member OpenGL Guru
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    Re: why is texture border and GL_CLAMP deprecated ?!

    ZbuffeR, you're missing the point.

    The argument that I was responding to was that GL_CLAMP should be retrained because seamless cubemap does the same thing.

    They are not similar, for the reasons I outlined. They do not do the same thing. They can do similar things, if you arrange your border texels right. GL_CLAMP causes filtering to sample from border textures, which can be used to have seamless tiling of multiple textures. Seamless cubemapping causes all cubemap sampling to happen across boundaries of the same image within a single texture.

    They're not similar at all. And so the argument that GL_CLAMP should be retained due to similarity with seamless cubemap is wrong.

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