Re: [Algorithms] 2D in a 3D world
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From: Colin B. <bar...@gm...> - 2010-08-07 21:58:44
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Direct3D texel offset perchance? http://msdn.microsoft.com/en-us/library/bb219690(VS.85).aspx On 7 August 2010 22:20, Jason Hughes <jh...@st...> wrote: > I've been trying to resolve an issue where full screen textures being > drawn through the 3D system appear blurry. I feel like I'm probably not > considering something. Any ideas would be welcome! > > - I'm using an orthographic projection matrix along Z, a view matrix > that is pretty much identity except for some negations on various axes > to correct for LH/RH differences in the engine. > - The quad is mapped to the full screen both for vertex positions and > UVs (0,0,1) to (1,1,1), since the ortho matrix is 0..1, not in screen > pixels. > - The texture has the exactly the same number of pixels in both > directions as the back buffer. > - Back buffer and window match resolution exactly. > - Resolution is 1024x600 (but problem exists in other resolutions) > - Texture sampling is bilinear or anisotropic (shouldn't matter). Both > show the problem. Sometimes my 2D stuff needs to cleanly scale, so I > can't force point sampling globally. Texture matrix is disabled. > > Steps I've taken to debug: > - I made a simple texture with regions that are alternating white and > black columns and rows that are 1, 2, and 4 pixels wide, so I could see > what was happening with texture sampling. The result is an even gray in > the 1-pixel wide areas, but can be made brighter and darker depending on > the offset I put into the matrices. Half-pixel adjustment didn't fix > it. I never get white or black lines. > - I checked to make sure that the test image wasn't being munged by the > texture processing tools and it's perfectly clean (no GIGO). > > I can understand not getting perfect rasterization vertically due to the > height being a non-power-of-two, but I expected columns to be cleanly > mapped. What else should I be looking for? > > Most appreciated, > JH > > Jason Hughes > President > Steel Penny Games > Austin, TX > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |