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Direct3D11 Sampler State #1497

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merged 1 commit into from Jan 10, 2019

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RobertBColton commented Jan 9, 2019

Following #1495 and #1494, I am just shifting around the sampler state to allow you to actually toggle the repetition and interpolation. There is more complicated changes to be made here before it becomes GM compatible. GM's internal rendering is apparently not affected by the user's texture address mode (clamp vs repeat), but is affected by the user's texture filter setting (interpolation; where the default is set in Game Settings).
https://docs.yoyogames.com/source/dadiospice/002_reference/drawing/texture_set_interpolation.html
https://docs.yoyogames.com/source/dadiospice/002_reference/drawing/texture_set_repeat.html

Regardless, for now, this at least improves the fps6 game in D3D11 by having interpolation properly enabled on the walls and billboards.

Master Pull Request
fps6 fps6 Master fps6 Pull Request

@RobertBColton RobertBColton requested a review from JoshDreamland Jan 9, 2019

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codecov bot commented Jan 9, 2019

Codecov Report

Merging #1497 into master will not change coverage.
The diff coverage is n/a.

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@@           Coverage Diff           @@
##           master    #1497   +/-   ##
=======================================
  Coverage   17.42%   17.42%           
=======================================
  Files         165      165           
  Lines       17127    17127           
=======================================
  Hits         2984     2984           
  Misses      14143    14143

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RobertBColton commented Jan 9, 2019

@JoshDreamland this one is ready to go when you get a chance, thanks!

@RobertBColton RobertBColton merged commit cbeb521 into master Jan 10, 2019

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codecov/patch Coverage not affected when comparing 138ec8e...6881345
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codecov/project 17.42% remains the same compared to 138ec8e
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@RobertBColton RobertBColton deleted the d3d11-sampler branch Jan 10, 2019

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