Ian wrote:Maybe the real3d also has something like that ..
Regarding my last post, pixel "dilate": I'm using my version of bilinear filtering resulting from 9 texel fetches appropriately blended, bypassing that opengl vs dx9 vs dx10 issue. Since I'm accessing texel data directly I pass integer coordinate values. Only the blending "gradients" are derived from texture coordinates.
Even if I shift the coordinates half-texel in a given direction, the whole texture would be shifted in respect of the polygon position. I already tried that just to exclude any possibility of half texel issue.
What is happening here, instead, is that the edge texels "bleed" toward the "outer", transparent, texture area copying their RGB values there, while leaving the alpha channel intact. Infact the texture edge is cut in respect of the original alpha value, while its color is replicated from the "inner" texels.
This fixes, with the appropriate contour threshold, all the ugly white/black borders (but even some colored ones) in contour textures.