RE: graphics cards texture offset thing

"Richard Fabian" <[email protected]>
Newsgroups gmane.games.devel.windows,gmane.spam.detected
Message-ID <001001c45529$07662010$03f57c90@bsfabs>
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: [email protected] 
> [mailto:[email protected]] On 
> Behalf Of Javier Arevalo
> Sent: 18 June 2004 12:36 PM
> To: [email protected]
> 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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