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### #Actualjischneider

Posted 05 May 2012 - 04:25 PM

Like I said before I calculated halfpixel using the following code: output.position.xy += halfPixel; But halfpixel is equal to Vector2(-1f / destination.Width, 1f / destination.Height)); Be aware that the first value is negative. I forgot to mention before.

That said: position.y = -(input.TexCoord.x * 2.0f - 1.0f); The x should be y.

The rest seems fine. I you want to improve performance you can avoid the matrix multiplication in the world position calculation. Ask me if you want.

### #3jischneider

Posted 05 May 2012 - 04:24 PM

Like I said before I calculated halfpixel using the following code: output.position.xy += halfPixel; But halfpixel is equal to Vector2(-1f / destination.Width, 1f / destination.Height)); Be aware that the first value is negative.

That said: position.y = -(input.TexCoord.x * 2.0f - 1.0f); The x should be y.

The rest seems fine. I you want to improve performance you can avoid the matrix multiplication in the world position calculation. Ask me if you want.

### #2jischneider

Posted 05 May 2012 - 04:22 PM

Like I said before I calculated halfpixel using the following code: output.position.xy += halfPixel; But halfpixel is equal to Vector2(-1f / destination.Width, 1f / destination.Height)); Be aware that the first value is negative.

That said: position.y = -(input.TexCoord.x * 2.0f - 1.0f); The x should be y.

### #1jischneider

Posted 05 May 2012 - 04:21 PM

Like I said before I calculated halfpixel using the following code: output.position.xy += halfPixel;

But halfpixel is equal to Vector2(-1f / destination.Width, 1f / destination.Height));

Be aware that the first value is negative.

That said: position.y = -(input.TexCoord.x * 2.0f - 1.0f); Why x?

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