From 6d2ad438267d6f10e1ca36f4ffed0f104f4fa396 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sat, 28 Dec 2002 09:08:18 +0000 Subject: [PATCH] answer: opengl is pixel-centered; d3d is border-centered (when using their default ortho transforms) (at least, I believe that's where it differs; it may be at the viewport or something) --- stepmania/src/BitmapText.cpp | 11 ----------- 1 file changed, 11 deletions(-) diff --git a/stepmania/src/BitmapText.cpp b/stepmania/src/BitmapText.cpp index c2684110f8..d38f0f24f9 100644 --- a/stepmania/src/BitmapText.cpp +++ b/stepmania/src/BitmapText.cpp @@ -191,17 +191,6 @@ void BitmapText::CropToWidth( int iMaxWidthInSourcePixels ) // draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale void BitmapText::DrawPrimitives() { - // Offset so that pixels are aligned to texels - // Offset by -0.5, -0.5 if 640x480 - // Offset by -1.0, -1.0 if 320x240 - // 11/12/2002: Why in the world is this not needed with the OpenGL renderer? - // We're using the exact same orthographic projection transform. Anyway, things - // are perfectly aligned without this TranslateLocal -// DISPLAY->TranslateLocal( -// -0.5f*SCREEN_WIDTH/(float)PREFSMAN->m_iDisplayWidth, -// -0.5f*SCREEN_HEIGHT/(float)PREFSMAN->m_iDisplayHeight, -// 0 ); - if( m_iNumLines == 0 ) return;