It doesn't matter what filter I use with power-of-two textures - they're always look like the "nearest" filter was used. Adding a 0.5f offset to the values that are used for interpolation should fix this.
P.S. Found the bug in DevIL 0.1.7.8 Data modified: Sunday, March 08, 2009, 15:20:22
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P.S. Found the bug in DevIL 0.1.7.8
Data modified: Sunday, March 08, 2009, 15:20:22