For rendering some sprites with texture filtering and others not, I
would like to disable texture filtering conditionally per
SDL_RenderCopy(Ex) call. I want my game world and objects nicely
texture filtered, but for the bitmap fonts it really doesn’t work well
(letters bleed over into others).
I tried changing the SDL_HINT_RENDER_SCALE_QUALITY hint right before
the render copy call, but it wouldn’t do anything. Is there another
way to do it?
Regards,
Jonas Thiem
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Changing texture filter modes may not be a cheap operation depending
on the backend. Just something to keep in mind.
JosephOn Fri, Oct 18, 2013 at 07:37:09AM +0200, Jonas Thiem wrote:
Hi all,
For rendering some sprites with texture filtering and others not, I
would like to disable texture filtering conditionally per
SDL_RenderCopy(Ex) call. I want my game world and objects nicely
texture filtered, but for the bitmap fonts it really doesn’t work well
(letters bleed over into others).
I tried changing the SDL_HINT_RENDER_SCALE_QUALITY hint right before
the render copy call, but it wouldn’t do anything. Is there another
way to do it?
I’d have to look at how the textures are handled and I honestly
haven’t looked. It’s not “almost free” as you might be hoping in at
least OpenGL’s fixed pipeline (which is used by GLES v1 and the
desktop OpenGL backends). It will serialize any accesses to the
same texture, at the very least.
JosephOn Fri, Oct 18, 2013 at 02:53:23PM +0200, Jonas Thiem wrote:
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I’m truthfully curious: is it expensive with Direct3D or OpenGL? I
only know a bit of OpenGL and pretty much no Direct3D. And I can’t
imagine it being expensive with the software renderer…
While I acknowledge there are other backends around, those three are
the only ones truly relevant to me (and the software renderer only
half as much).
On 10/18/2013 08:52 AM, T. Joseph Carter wrote:
Changing texture filter modes may not be a cheap operation
depending on the backend. Just something to keep in mind.
Joseph
On Fri, Oct 18, 2013 at 07:37:09AM +0200, Jonas Thiem wrote:
Hi all,
For rendering some sprites with texture filtering and others not,
I would like to disable texture filtering conditionally per
SDL_RenderCopy(Ex) call. I want my game world and objects nicely
texture filtered, but for the bitmap fonts it really doesn’t work
well (letters bleed over into others).
I tried changing the SDL_HINT_RENDER_SCALE_QUALITY hint right
before the render copy call, but it wouldn’t do anything. Is
there another way to do it?