[Can't fix] Issue with bilinear filter + hires tex + sprite shader

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Issue with bilinear filter + hires tex + sprite shader

Postby grahf78 » Sat Jan 08, 2022 11:49 pm

There seems to be an issue in how sprites are displayed when hires textures, material shaders and bilinear filtering is enabled. It appears that when the bilinear filter is enabled, the edges of the sprite are wrapping to the other end:



I've attached a pk3 that reproduces this issue.
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grahf78
 
Joined: 21 Jun 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Issue with bilinear filter + hires tex + sprite shader

Postby Graf Zahl » Sun Jan 09, 2022 5:46 am

This is a known issue that cannot be fixed. Normally you use texture clamping for that, but with hardware shaders that can cause problems with how the result looks, so clamping is disabled.
You have to design these sprites to have a small border on the outside if you want to use a hardware shader.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
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