Re: [Algorithms] 2D in a 3D world
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From: Matthew H. <ma...@ev...> - 2010-08-07 22:31:46
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Hi Jason: IIRC you're not guaranteed that the hardware won't filter even when you are at a perfect 1:1. You may need to add some higher-level logic to manage your filtering states. I could be wrong about this, but looking at our code, we're set to point-sampling for all HUD, UI overlays, etc. And you likely will need the 1/2 pixel adjustment. Double check to be sure you don't have anything strange going on with the mip range adjustments, etc. Build your textures without mips just to be sure. Matt On Sat, Aug 7, 2010 at 4:20 PM, 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 > > |