same UV coordinates giving different results in different renderers 2004-02-12 - By Lucas Meijer
Back hey,
While doing that 3dsprite class a while ago, I had to carefully set uv coordinates on the plane, so that each texel would exaclty come down to one pixel.. Now this looks fine for me in opengl, but in directx it looks slightly different (wrong), and in software too, but slightly different in a different way... both have double pixels here and there, exactly what you'd expect with slightly off uv coordinates..
I'm really afraid that this in the end boils down to that each driver has its own mind, but when examining camera.overlay's, I see that they're pixelperfect on all renderers..
so intel at least was able to set its uv's in such a way that it works reliably, at least on my card+driver.
Has anyone already investigated this, and knows what renderers work some magic on texel centers, and how to adjust for this, so it looks good everywhere?
Bye, Lucas __ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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