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)
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@@ -191,17 +191,6 @@ void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
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// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
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void BitmapText::DrawPrimitives()
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{
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// Offset so that pixels are aligned to texels
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// Offset by -0.5, -0.5 if 640x480
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// Offset by -1.0, -1.0 if 320x240
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// 11/12/2002: Why in the world is this not needed with the OpenGL renderer?
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// We're using the exact same orthographic projection transform. Anyway, things
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// are perfectly aligned without this TranslateLocal
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// DISPLAY->TranslateLocal(
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// -0.5f*SCREEN_WIDTH/(float)PREFSMAN->m_iDisplayWidth,
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// -0.5f*SCREEN_HEIGHT/(float)PREFSMAN->m_iDisplayHeight,
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// 0 );
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if( m_iNumLines == 0 )
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return;
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