same UV coordinates giving different results in different renderer 2004-02-12 - By Lucas Meijer
Back > 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?
Ok, I lost it.
I was doing all kinds of 'move it half a texel out' kind of things, and could only make it look good at one renderer at a time.
Since the director overlays work, I figured I'd try to slap a meshdeform modifier on one of those overlay-copy1 models that get created.. I was able to read UV's, but they always read .0001 and .9999, regardless of texturesize and renderer..
couldn't be right I thought..
So later on the day I figured I'd just give it a shot, and turns out not messing with texel center shifting at all makes it look pixel perfect on all 4 renderers (on my 9000 card with my drivers offcourse).
Crazy days,
Lucas __ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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