What's standard procedure for bilinear filtering if you're sampling a point along the edge of the texture? For example, if point v were to the left of u01 and u00? I'm guessing you'd just linearly interpolate between u01 and u00. Is that right?
What's standard procedure for bilinear filtering if you're sampling a point along the edge of the texture? For example, if point v were to the left of u01 and u00? I'm guessing you'd just linearly interpolate between u01 and u00. Is that right?