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.
Show differencesHistory of post edits
#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.
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.
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?
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?