Sorry, tested out DX more closely, seems to be almost the same as with OpenGL. Thanks for the help I really appreciate it!
Type: Posts; User: SoulSharer
Sorry, tested out DX more closely, seems to be almost the same as with OpenGL. Thanks for the help I really appreciate it!
Thanks for making it clear, but how is DX doing it I wonder, maybe I could replicate it in shader or something? I just don't have any other way I guess, since I'm going for pixel graphics. =(
Yeah linear does look smooth, though blurry. =(
And in Direct3D9/10/11 it is nearest with smooth movements
I dunno if that will help, but here is documentation about it:...
I'm using GL_NEAREST, because GL_LINEAR is not what I'm looking for, it makes texture blurry. I want something like D3DTEXF_POINT (DX), it is smooth and have a nearest filtering. Exactly what I need...
It is textured quads, I move this text by 0.01f each frame.
Thanks for reply, I'm a little concerned about multisampling (performance wise), because DirectX doesn't use it and it has smooth movement out of the box, but OpenGL is not?
The footage pretty much shows the problem:
http://www.youtube.com/watch?v=cOKF3jj-sPI
When I move text slower than a pixel at a time, it doesn't move in subpixels, instead it jumps from pixel to...
Thanks everyone, I've managed to handle the problem before post was approved by moderator. I was converting to premultiplied alpha with a typo in code, found out when looked up texture stored on...
If you have several years to spear for learning C++ & OpenGL and you are really interested in it, it is the way to go. To start you just need to pick a C++ book, I'd say "C++ Primer Plus" would be a...
http://img69.imageshack.us/img69/9773/defaq.png
What could cause that?
Any ideas?
This stuff happens when I use subregion from an atlas texture. (font atlas in this case)
Tried applying...
Yeah thanks, thats what I was looking for.
Here's another document by Nvidia (in case someone will have the same question): http://coitweb.uncc.edu/~krs/courses/6127/lectures/Using-VBOS.pdf
Hello there.
I'm trying to replicate this strategy in OpenGL, but have no clear idea how.
//transfer transformed vertices to GPU (before drawing)
VertexPositionColorTexture *pData =...