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)
This commit is contained in:
Glenn Maynard
2002-12-28 09:08:18 +00:00
parent 18d18c2b25
commit 6d2ad43826
-11
View File
@@ -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;