thats what i meant, i have an app that runs fine on my ATI 9800, but
looks like the UVs are shifted down by 1/W in both dimensions when
running on my GeForce 5800.
when i run the app on a PSP, the same UVs generate correct looking
text... I am assuming that it is GeForces that get it wrong... is this a
known thing? and how do you detect when to fix it and when its "just
works" as in the case of the ATI card.
------------------
On the other hand
I may be talking
complete drivel.
------------------
> -----Original Message-----
> From: gam...@li...
> [mailto:gam...@li...] On
> Behalf Of Javier Arevalo
> Sent: 18 June 2004 12:36 PM
> To: gam...@li...
> Subject: Re: [GD-Windows] graphics cards texture offset thing
>
>
> Richard Fabian wrote:
> > How do you go about determining what UVs to give the
> characters when
> > the values you give may be hardware transposed to somewhere unknown?
>
> There are sub-pixel accuracy issues regarding the location of
> the pixel center, which are usually solved by using point
> filtering and adding .5f / W or .375f / W to the UV
> coordinates (W is the width / height of the texture).
>
> Other than that, no the hardware doesn't magically change
> your UVs unless there's a bug somewhere.
>
> --
> Javier Arevalo
> Pyro Studios
>
>
>
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