We previously computed the LOD of cube maps using the 3D Euclidean distance between the intersections of the sampling rays of a quad with the cube. This underestimates the gradient at the edges where these rays intersect multiple faces. Instead use the Manhattan distance. This may overestimate the footprint dimensions, but only leads to slight blurring instead of aliasing. Change-Id: I5ddbb39765462b1c55c4143b5806154cbdfe7130 Reviewed-on: https://swiftshader-review.googlesource.com/5173Reviewed-by:Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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| PixelShader.cpp | Loading commit data... | |
| PixelShader.hpp | Loading commit data... | |
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| ShaderCore.cpp | Loading commit data... | |
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