Uploaded February 2023 | Updated September 2026, 2 weeks ago
Following on from Part 1, I look at two common sampling methods that aim to reduce artefacts, bilinear and bicubic point sampling. The former linearly interpolates between neighbouring pixels, and the latter uses even further pixels to bias cubic splines to give a smoother contour between pixels.
Demo: community.onelonecoder.com/members/javidx9/TextureSampling/Part2
Part 1: youtu.be/4s30cnqxJ-0
Source: Released at end of series
Patreon: patreon.com/javidx9
YouTube: youtube.com/javidx9
youtube.com/javidx9extra
Discord: discord.gg/WhwHUMV
Twitter: twitter.com/javidx9
Twitch: twitch.tv/javidx9
GitHub: github.com/onelonecoder
Homepage: onelonecoder.com
Following on from Part 1, I look at two common sampling methods that aim to reduce artefacts, bilinear and bicubic point sampling. The former linearly interpolates between neighbouring pixels, and the latter uses even further pixels to bias cubic splines to give a smoother contour between pixels.
Demo: community.onelonecoder.com/members/javidx9/TextureSampling/Part2
Part 1: youtu.be/4s30cnqxJ-0
Source: Released at end of series
Patreon: patreon.com/javidx9
YouTube: youtube.com/javidx9
youtube.com/javidx9extra
Discord: discord.gg/WhwHUMV
Twitter: twitter.com/javidx9
Twitch: twitch.tv/javidx9
GitHub: github.com/onelonecoder
Homepage: onelonecoder.com










