Re: Rotating texture with even dimensions by 90 degree
Sylvain Becker <[email protected]>
| Newsgroups | gmane.comp.lib.sdl |
|---|---|
| Message-ID | <CADsB45o=eoEv8Ok0da32WJ-iJqAKn_dPXGxh1c7o2=FjBFWz0w@mail.gmail.com> |
Hi, Maybe you are hitting this bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2421 I have just added a test-case for rotations 0 / 90 / 180 / 270. It fails for the "software" renderer with sometimes: offset, or image truncation. But it works for opengl, opengles and opengles2 renderers. I haven't tested it with windows direct3d ... If you're on windows, you may want to try a patch including in this bug. Hope it helps, Sylvain On 7 August 2016 at 13:48, David Olofson <[email protected]> wrote: > My guess is that you're pretty much the only one using that feature > with a pixel precision requirement at this point. (I'm not using it in > Kobo Redux, for example, because rotating sprites and tiles breaks any > any directional lighting the art may have.) > > It may also be that the problem only occurs on certain platforms or > drivers. > > Anyway, when dealing with a 3D API, you typically have to take the > size of pixels and texels in account, and more specifically, make sure > your texel filters hit the center of pixels, rather than one of the > corners. With filtering (biliniar or similar), it's not all that > critical, but with "nearest", even the slightest rounding error in the > wrong direction means you get the wrong texel. A "2D" API built over a > 3D API, like the SDL one, is supposed to take care of this internally, > as it's generally not accessible through such an API. > > So, I suspect it's a rounding error in the transform, and either SDL > isn't taking that in account, or it only happens in certain > environments. Have you tried using other SDL renderers (OpenGL, D3D, > software...), or running it on a different OS, or just another > computer, to see if the problem is still there? > > On Mon, Aug 1, 2016 at 2:28 AM, stewambo <[email protected]> wrote: > > Still no answers? I thought there were even some devs of SDL here? > > In the meantime i used a dirtly hack that just shifted the rotated > textures > > back by one pixel, but when combining the rotation witn a scaling > operation > > the problem is even worse, so help is still highly appreciated... > > > > _______________________________________________ > > SDL mailing list > > [email protected] > > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > > > > > > -- > //David Olofson - Consultant, Developer, Artist, Open Source Advocate > > .--- Games, examples, libraries, scripting, sound, music, graphics ---. > | http://consulting.olofson.net http://olofsonarcade.com | > '---------------------------------------------------------------------' > _______________________________________________ > SDL mailing list > [email protected] > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- Sylvain Becker _______________________________________________ SDL mailing list [email protected] http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org