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mmurphy

Member Since 09 Oct 2011
Offline Last Active Nov 09 2012 01:06 AM

Posts I've Made

In Topic: How should my texture sampler be for rendering a bitmap font/sprite?

20 June 2012 - 01:04 AM

Is there any information I am not including that could help describe my issue?

In Topic: How should my texture sampler be for rendering a bitmap font/sprite?

12 June 2012 - 10:45 PM

I do. The states I have set, as in in PIX are the following

Alpha To Coverage Enable FALSE
Independent Blend Enable FALSE
Render Target 0
Blend Enable TRUE

Blend Source D3D11_BLEND_SRC_ALPHA

Blend Destination D3D11_BLEND_INV_SRC_ALPHA
Blend Op D3D11_BLEND_OP_ADD
Alpha Blend Source D3D11_BLEND_ONE
Alpha Blend Dest D3D11_BLEND_ONE
Alpha Blend Op D3D11_BLEND_OP_ADD

Render Target Write Mask 00001111

Depth Enable FALSE
\Depth Function D3D11_COMPARISON_LESS
Depth Write Mask D3D11_DEPTH_WRITE_MASK_ALL
Stencil Enable FALSE
Stencil Read Mask 11111111
Stencil Write Mask 11111111

In Topic: How should my texture sampler be for rendering a bitmap font/sprite?

12 June 2012 - 09:55 AM

This is an example of what the artifcats are. The top text with a light blue background you can see artifacts (for example, the A and C). The bottom text with the black background is the origin image.

Posted Image

In Topic: How should my texture sampler be for rendering a bitmap font/sprite?

12 June 2012 - 01:11 AM

I took a look at my texture in PIX that I render and it is being loaded just fine, is there anything else off hand that might be causing there to be artifacts? (I understand that there may be dozens of minor things probably)

In Topic: How should my texture sampler be for rendering a bitmap font/sprite?

11 June 2012 - 11:52 PM

I have been rendering with those exact settings, with no scaling, and getting some artifacts/ not the same quality as my image. Is there a higher quality settings than what I showed before?

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