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Pixel perfect texturing: ATI vs. NVidia

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I'm using a single texture for the fonts in my GUI and created a bunch of display lists. The display lists are quads with texture coordinates corresponding to a given letter, etc, etc. Basic bitmap fonts. However, I get different results between my Radeon based PC and NVidia based laptop. The fonts show up pixel-perfect on the NVidia machine, but I need to add an offset of something like glTraslated(0.5, 0.5); on the ATI machine to get the fonts to be the same. Otherwise they're blurry/muddled. Unfortunately this offset difference also upsets the fine alignment in the GUI; lines don't quite meet at corners, etc. Are there differences between ATI's and NVIdia's driver implementations that cause this, is it a HW difference, or someting else? It's somewhat annoying to have to work around at the moment. I would like to have a universal method that wouldn't rely on checking to see if the video card is ATI, and then applying an offset.

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Ok, now what are you using for texture wrapping? Is it GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP?

You may want to try GL_CLAMP_TO_EDGE. It isn't defined normaly, so you have to use glext.h, or just rip the define from the header.

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I am not setting the texture clamping value, it is at whatever the default is. However, it's not really a texture seam problem. All the edges of the textures on the quads are 100% transparent. The entire texture becomes muddled and hard to read, not just at the edges.

I will try the 0.375 offset when I get a chance.

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