This took about half an hour to put together.
As you'll see if you look at the full sized image, I'm having linear interpolation issues with my textbox graphics. A coupla solutions are bubbling under in my mind: the obvious one seems to be to use edge clamping, but with D3D that's a global render state setting rather than a per-texture parameter. In any event it would probably not work with the blend into the adjoining textbox body texture.
The next solution is to carry out some jiggery pokery with the vertexes and texcoords if an alpha edge is detected on a non-mipmapped texture.
The final solution - which I did in the old GL engine - is to revert back to using scrap textures and expand the edges in the scrap block, but I'm concerned this may not work too good with external textures. An alternative derived from that is to not use a scrap but expand the edges, but then we're getting into non-power-of-two territory. However, I feel that one will work if we increase the size to which we resample up to a certain threshold.
This is another thing to be fixed pre-release, as it's a fairly ugly blotch on what otherwise looks a very smooth and clean interface.
Monday, June 8, 2009
Posted by mhquake at 11:00 PM