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#ActualShenjoku

Posted 29 April 2013 - 01:10 PM

I'm getting some strange fringes around some textures at specific sizes that I cannot figure out how to get rid of. I'm rendering the primitives to an off-screen surface then rendering the result of that texture on another primitive on the screen. The off-screen rendering supports MSAA but with or without it the problem persists. It doesn't seem to affect all textures either. If the texture is larger than 512 in either dimension then it doesn't have the problem.

 

You can see the fringes around the outside of the two textures in this screenshot. One is a solid white 311x100 JPEG and the other is a 152x95 PNG. The image format doesn't seem to matter, just the size. Whether or not the image has an alpha channel doesn't affect it either.

 

[attachment=15272:RenderingError.png]

 

I've tried debugging the problem in PIX and noticed that there is a bunch of garbage data around the textures, but even if I zero out the texture memory it doesn't get rid of it for some of them so I'm not sure what's going on there. You can see in the screenshot below that there's a bunch of white where there should be nothing but empty space to the right of the texture since it's only using 311x100 of the available space.

 

[attachment=15274:PixTextureData.png]

 

P.S. This is all with DirectX 9 btw.


#1Shenjoku

Posted 26 April 2013 - 08:18 PM

I'm getting some strange fringes around some textures at specific sizes that I cannot figure out how to get rid of. I'm rendering the primitives to an off-screen surface then rendering the result of that texture on another primitive on the screen. The off-screen rendering supports MSAA but with or without it the problem persists. It doesn't seem to affect all textures either. If the texture is larger than 512 in either dimension then it doesn't have the problem.

 

You can see the fringes around the outside of the two textures in this screenshot. One is a solid white 311x100 JPEG and the other is a 152x95 PNG. The image format doesn't seem to matter, just the size. Whether or not the image has an alpha channel doesn't affect it either.

 

[attachment=15272:RenderingError.png]

 

I've tried debugging the problem in PIX and noticed that there is a bunch of garbage data around the textures, but even if I zero out the texture memory it doesn't get rid of it for some of them so I'm not sure what's going on there. You can see in the screenshot below that there's a bunch of white where there should be nothing but empty space to the right of the texture since it's only using 311x100 of the available space.

 

[attachment=15274:PixTextureData.png]


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