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Properly align plates by compensating for the half-pixel offset of Direct3D 9.

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Christian Walther 13 years ago
parent
commit
259f07462f
  1. 6
      MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPipeline/plDXPipeline.cpp

6
MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plPipeline/plDXPipeline.cpp

@ -11664,7 +11664,11 @@ void plDXPlateManager::IDrawToDevice( plPipeline *pipe )
fD3DDevice->SetFVF(dxPipe->fSettings.fCurrFVFFormat = PLD3D_PLATEFVF);
fD3DDevice->SetStreamSource( 0, fVertBuffer, 0, sizeof( plPlateVertex ) );
plProfile_Inc(VertexChange);
fD3DDevice->SetTransform( D3DTS_VIEW, &d3dIdentityMatrix );
// To get plates properly pixel-aligned, we need to compensate for D3D9's weird half-pixel
// offset (see http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/
// or http://msdn.microsoft.com/en-us/library/bb219690(VS.85).aspx).
D3DXMatrixTranslation(&mat, -0.5f/scrnWidthDiv2, -0.5f/scrnHeightDiv2, 0.0f);
fD3DDevice->SetTransform( D3DTS_VIEW, &mat );
oldCullMode = dxPipe->fCurrCullMode;
for( plate = fPlates; plate != nil; plate = plate->GetNext() )

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