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aras-p.info
| | logins.github.io
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| | Still Textures Since the main article about textures was too long, I dediced to split it in two parts. You can check the first part by following this link. This second post about textures will go trough filtering, swizzling, gamma correction and practical texture usage in D3D12. To check a practical usage of textures you can refer to my github repo FirstDX12Renderer by clicking here. Texture Filtering In a texture sampling context, Filtering is the set of operations that we perform on the texels surrounding the sampling point, to determine the output color. As mentioned in the previous sections, filtering is mainly useful when we sample a texture being transformed in size or rotated: in these cases certain filters will prevent aliasing artifacts. There are d...
| | c0de517e.com
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| | Angelo Pesce's homepage & blog on computers, graphics and other things.
| | librearts.org
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| | Inkscape 1.2 goes alpha, Weston gets essential color management support
| | everttimberg.io
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| Evert Timberg, Software developer and architect in Toronto