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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - nearest neighbour samples wrong texel (precision/rounding problem)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=25871#c15">Comment # 15</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - nearest neighbour samples wrong texel (precision/rounding problem)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=25871">bug 25871</a>
from <span class="vcard"><a class="email" href="mailto:kusmabite@gmail.com" title="Erik Faye-Lund <kusmabite@gmail.com>"> <span class="fn">Erik Faye-Lund</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=25871#c14">comment #14</a>)
<span class="quote">> Thanks for the feedback. So it is a precision issue after all. If fglrx
> exhibits the same behavior, there is nothing I can do. I don't know of any
> hardware state which controls precision of texture addressing.</span >
AMD's Windows drivers at least seemingly consistently performs
nearest-filtering with round-off-point off by a 512th of a texel. So I think
this is somehow intended (even if really unfortunate for some non-trivial
usecases).</pre>
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