Jump to content
  • Advertisement
Sign in to follow this  
Exoskeleton

Mapping texel to pixels

This topic is 4817 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

Hi all, I've read about the mapping texels to pixels document, and I have a question. Im rendering a screen quad ( -1 <= (X,Y) <= 1 ), z = 0 to a 2 by 2 render target. I set the texture coord to (0,0)->(1,1) depending on the x/y value. When i try to debug inside the pixel shader, the tex coord values somehow gets interpolated, and I do not get the actual required tex coords. Does any1 know when we specify ( -1 <= (X,Y) <= 1 ), actually that rectangle in screen coordinate covers from where to where? ( i think it covers slightly more than the render target i specified.. ) Thanks in advance ~Exoskeleton

Share this post


Link to post
Share on other sites
Advertisement
PS: disregard the post on the n/n-1 offset, I misunderstood the document, by shifting the uv by 0.5 texture units, it works.


Thanks in advance
~Exoskeleton

[Edited by - Exoskeleton on June 12, 2005 11:20:56 PM]

Share this post


Link to post
Share on other sites
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!