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Line broken issue when using D3D11_FILTER_MIN_MAG_MIP_POINT filter in the sampler #5156
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Our texture-based path for anti-aliasing (#3245) indeed do requires linear sampling. Before building the atlas:
Would lift that constraint. I am now going to add extra comments to clarify that requirement.
But certainly more would be good. Thank you. |
Pushed f7f3047 |
nice! it's amazing to see those comments. thank you for the amazing lib and amazing support. :) |
* ImGuiRenderer pipeline now uses LinearSampler * Using pointsampler again with proper flag as mentioned in ocornut/imgui#5156
* ImGuiRenderer pipeline now uses LinearSampler * Using pointsampler again with proper flag as mentioned in ocornut/imgui#5156
Version/Branch of Dear ImGui:
Version: 1.88 WIP
Branch: master
Back-end/Renderer/Compiler/OS
Back-ends: imgui_impl_dx11.cpp
Operating System: windows 10
Graphic Card: RTX 2080 (Nvidia)
My Issue/Question:
Hi, I am from the .net C# world and I have already figured out how to solve this issue. All details can be found here: ImGuiNET/ImGui.NET#261 (sorry for making you visit another url to understand the issue).
The reason I am opening this issue over here is to make sure that this is the intended behaviour and/or not in the scope of this library. If that's the case then sorry for wasting your time and feel free to close the issue.
Screenshots/Video/Steps to reproduce
Following is the patch you can apply to this repository to re-produce the issue. After applying this patch, please run
example_win32_directx11
example.==when using D3D11_FILTER_MIN_MAG_MIP_LINEAR==
==when using D3D11_FILTER_MIN_MAG_MIP_POINT==
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