Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 11 Jul 2011
Offline Last Active Jan 18 2015 04:31 PM

Posts I've Made

In Topic: Blurring in HLSL

26 December 2014 - 05:19 AM

Is that really the only way?

In Topic: Inconsistency between XNA/DirectX and OpenGL rendering

29 March 2014 - 09:37 AM

Hi again,


In trying to diagnose this, I got it running on iPad.  I get a similar problem, but a little different. 


Does OpenGL blend more than one pixel distance away?  If I color all RGB in my image white on load (and leave alpha alone) then it works okay.  But, I have my image bundler set up to add an outline around each image of the image's own color-- so that a letter in a font, say, is surrounded by a stroke of white.  On iPad, each letter and image has a perfect (thin) border around the edge-- as if the blending is reaching out another pixel's distance away.


By comparison, on the Mac, only certain areas get this blending-- as seen in that screenshot above.  But on iPad, a perfect halo around the rim of each letter.


Is this filtering going further than I expect it to?  I'm expecting it to go one pixel out-- as in, I have a pixel that's 255,255,255,255, and it's next to 255,255,255,0, and that's next to 0,0,0,0 ... when I draw the first one, I expect it to blend with the second one, but ignore the third.  On iPad, at least (retina?) it seems to involved the third.


Do I have higher-order blending on by default, maybe?


[Edit] Oh, incidentally, I have no mipmaps-- this is all for the 2D, "sprite" portion of the interface.

In Topic: Following a path, determining when to move on to the next point

20 April 2013 - 02:09 PM

Well, that's kinda what I'm doing, isn't it?


If the new vector is in the same direction as the old vector, then my dot should be >0, and if it's in the opposite direction (indicating passing the point), then my dot is <0 ... theoretically.

In Topic: Handling multitouch in Windows (like for Surface Pro)

11 April 2013 - 07:40 PM

Thank you very much... I wasn't able to find this information anywhere else.  I'm infuriated that they made this into a whole new input stream, though... it's going to be a lot of crazy work to fold this into my habits.

In Topic: Interpolation of four points (grid corners)

18 February 2013 - 01:10 PM

Do you happen to have a scrap of code I can look at?  Cuz I'm doing something similar to that, I think-- I'm getting a left right value, and then modulating it against an up-down value.  Like I said, the results are... much worse than I would have expected, so I'm clearly doing something wrong.