I'm wondering what the best way to offset a texture by 0-2 subpixels is. So far I've come up with four (read: three) possible solutions:
- Process the texture before sending it to the shader. This would mean the texture data to be sent could triple.
- Use alpha-only textures with triple width. The fragment shader would then sample the texture at 3 positions and combine then.
- Use RGB textures with 2 samplers and swizzle the output.
- Somehow read the RGB data from the texture with a byte offset. This would require an OpenGL extension, it may not be supported by the hardware (due to swizzling, unaligned access, etc.), but I am interested to know if it is :)