You could possibly try turning on pixel snapping, and snap to the center of the pixel, since that vertex is interpolating the corner between many different textures.
Actually scalability is a problem with the post-effect shader method. The number of texture fetches will be very directly dependent on the maximum line width you want, and selectively hiding or showing outlines or doing art-directable variable width requires tons of checks with the surrounding pixels. Small details will…
It can apply to different things, but I think the most common one is when you take any information from a model or 3d scene and then put it into a static texture image. For example, one could bake lights and shadows into a diffuse color texture, or into their own lightmaps. Another big one is baking normal maps, in which…
Not a big fan of SSAO, but it's one of those necessary evils as long as there isn't a better realtime method that can accurately calculate occlusions on a detailed level. * Left sides of the pics are Gauss-blurred, right sides = raw SSAO unput For those who don't know what SSAO(screen-space-ambient-occlusion) is; it's a…
(Scoff) Oh sure, you can take some of the easier, pre-made solutions. But then you will be slave to someone else's system. Far better to understand some of the basics and have control over your site long-term. A major cause for the complexity of web design is the numerous browsers available, and the lack of standardization…
One thing that is very important with UVs, is to keep them straight. If your uvs are randomly rotate 7 degrees, you're going to need more resolution to represent straight-line type detail, which you have a lot of(a very good example of this is on the magazine). Think of it this way: you can represent a straight line in 2d…