zeckensack said:
W/o filters? With pure point sampling, you can't smoothly scale (or otherwise transform) texture coords. You always end up with popping artifacts if you try.
Huh? How? I would think that you'd simply sample at (x,y), (x+1,y), (x,y+1), (x+1, y+1), assuming truncation when point sampling. Then you'd simply use the fractional part of x,y to generate the bilinear factors and use a mad to do the averaging. I don't see how there would be popping artifacts here (note: it may be useful here to give the shader programmable access to some texture commands, such as the possibility to load four texture samples at once, or generating the bilinear averaging factors based upon the texture coordinates).