Half-texel offset in DirectX 11 to fix a "blurry" image

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2 comments, last by mind in a box 8 years, 11 months ago

I have been working on font rendering but when it goes to render, the image quality will be "blurry". As suggested in this post I began trying to implement the half-texel fix but from what I have read, this issue should not exist in DirectX10+. Does this issue still exist in DirectX11 and if so, how can it be implemented?

The only article I can find on it was located at http://asawicki.info/news_1516_half-pixel_offset_in_directx_11.html . That explanation does not really make sense to me though because he is never using the texture coordinates, unless I read it completely wrong.

The image I was talking about is the following. The top is from the DirectX11 application and the bottom is from the DirectX9 application.

offsetenlargedblurry.png

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If you're using the coordinates that work properly in Dx9, then they've had the half-texel offset applied to them. The solution will be to remove that hack.

Why didn't I think of that ... you were correct

Thanks for the thread, didn't even knew I had this problem as well in my engine! Text is so much better now :)

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