edit: Ok, I found out this problem can be solved using orthographic projection but I’m not sure why. I’d really like to know though
Recently I’ve been trying to solve a problem I have with mapping a texture on screen with pixel perfect precision. It seems to work just fine on my PC and in OSX however there is some distortion on other PC’s.
The main difference I can think off that’s causing this problem is the graphics card. I’m using an ATI graphics card myself and the other PC has an nVidia card.
Before I’ll go any further I’ll show you what it looks like (with 300% zoom):
http://img521.imageshack.us/img521/6827/texturemappingproblem.png
I’m using perspective projection however the camera is moved at a distance where objects rendered at the center of the z-axis have the same size as their texture.
I experimented with texture settings a bit but it didn’t seem to make any difference.
I’ve read about texture coordinates being in the center of pixels, which meant you had to translate them half a texel to overlap pixels and texels correctly. However I’m not sure if this applies to openGL as well.
Has anyone seen this problem before or maybe any guesses what it could be? Any help is welcome ^^