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same UV coordinates giving different results in different renderer

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
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