Jump to content
  • Advertisement
Sign in to follow this  
bjogio

texel and zoom factor

This topic is 4824 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Consider a font engine in wich I have a list of quad (from a standard D*D texture with a 16*16 ascii chars table) rendered at screen with texel directly mapped to pixel (calculating the width and height from logical texel/pixel width/height and -= logicalpixel/2). This works in a perfect way without glitches or visual artifacts. The question is what zoom can we consider as "safe"? With "safe" I mean without glitches that came from the "pixel interpolation" of directx. I think that every step like (100/(D/16)) are safe but I'm not very sure cause I'm not a dx guru. example: 512*512 texture 16*16 char (100/(D/16)) = 3.125 safe zoom are: 3.125%, 6.25%, ... , 96.875%, 100% Am I missing something? My test are good but I want to know if there is something behind.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!