Posted 02 January 2013 - 11:05 PM
The text looks like cut of at bottom and some letters contains texture fragments at the border edges:
http://s7.directuplo...7c6y54l_jpg.htm Test text rendered with OpenGL
http://s1.directuplo...2ksd9fy_jpg.htm Test text with artifacts rendered with Direct3D9
I use Bilinear filtering (linear/linear/point) and set UV texture addressing mode to CLAMP. First I thought there may be addressing failures and also test
WRAP and BORDER, but I got same issues.
The letters I use for text rendering are rendered to an atlas texture. Could it possible I got those artifacts while I do not use padding space between
the lettes in this atlas texture? If it so, why only on D3D9? Any ideas what could be wrong?
Posted 02 January 2013 - 11:56 PM
Posted 03 January 2013 - 08:25 PM
Just one more question concerning to the half-texel offset:
I have read a couple of articles that describe the necessity to move the texture one half unit of the vertex positions in order to get the correct mapping between texels and pixels. According to DirectX documentation, offsetting by half a pixel is only necessary "when rendering 2D output using pre-transformed vertices". But how I could figure out that I've got pre-transformed vertices? On vertex buffer declaration I do not use the FVF flag. So I get into trouble if I always try to fix the half-texel offset by adding -0.5 to x and y values of the vertices (especially using OpenGL).
Posted 03 January 2013 - 08:59 PM
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