The project I’m working on calls for many small textures (anywhere from 2px to 8px square), which must maintain their original detail (I’m basically making a mosaic out of a larger image). With the current ofTexture workaround, these small textures lose detail because they get scaled up. I noticed some comments in the code about padding the image with a 2px border and then recomputing the tex_t coords.
How can I carry out this solution? When you say a 2px border, do you mean an extension/duplication of the original edge pixels, as if the edge pixels have been clamped? And how should I recompute the tex_t and tex_u coords? Thanks for any help!
I’ve also written an extension of ofTexture with a method called drawQuad, which takes four points as arguments and maps the texture to them. This allows the user to map a tex to any shape of quad. It’s pretty sweet and almost done; I’ll post the source once it’s ready!