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Seamless Cubemap Filtering

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1 comment, last by MJP 2 years, 9 months ago

Hello,
In OpenGL, you must enable the seamless cubemap filtering with glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS).
I never saw something similar on Direct3D but I read starting Direct3D 10 the cubemap is always seamless filtered.
So we had to use a trick to have seamless filtering to have proper lookup before Direct3D 10.
Is it ensured nowadays on absolutely all modern API (D3D12, Vulkan, Metal…) to be seamless filtering only?
Thanks!

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It is guaranteed in D3D10, 11, and 12. I believe it's always on for Vulkan as well.

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