31 Aug
2007
31 Aug
'07
7:35 a.m.
On 30/08/2007, Stefan Dösinger <stefandoesinger(a)gmx.at> wrote:
The preferred way to do that is to use shader_glsl_get_sample_function(). Also note that previously the docs just said "The result is used to sample the texture at texture stage m by performing a 1D lookup." The addition of using 0.0 to extend the vector is apparently recent.