RE: [GD-Windows] graphics cards texture offset thing
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From: Richard F. <gd...@th...> - 2004-06-18 11:40:35
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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 > > > > ------------------------------------------------------- > This SF.Net email is sponsored by The 2004 JavaOne(SM) > Conference Learn from the experts at JavaOne(SM), Sun's > Worldwide Java Developer Conference, June 28 - July 1 at the > Moscone Center in San Francisco, CA REGISTER AND SAVE! http://java.sun.com/javaone/sf Priority Code NWMGYKND _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |