I’m currently rendering my scene and gui to a quad for letterboxing. But I notice especially with smaller images or pixel art that there is an odd aliasing or sampling issue? Like it’s jagged in some places. Sorry I’m not sure what to call it.
https://imgur.com/a/zeuxnCC
It is straight across in the texture but appears like so.
I have aliasing and filtering off. Followed the quad building tutorial from the post processing tutorial.
Rendering to quad has odd sampling issues
Re: Rendering to quad has odd sampling issues
Hm, that's the second really strange problem you have in a row. Just wondering if you have tried updating the graphic card driver? Might be worth a shot.
Otherwise - did you start with example 27 for this? Check if the vertex coordinates and uvs are really all at -1, 0, 1
Otherwise - did you start with example 27 for this? Check if the vertex coordinates and uvs are really all at -1, 0, 1
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Rendering to quad has odd sampling issues
I’ll try updating and seeing but last I checked I’m up to date. I also set the driver viewport, maybe that has some issues that I don’t know of, but I can’t imagine it would make jaggies like that if dimensions were off.
Re: Rendering to quad has odd sampling issues
Yeah my quad has the proper uv and vertex positions. I’m curious if you know setting driver viewport could be a problem. I use it to letterbox and that screenshot I sent is with it active. It only sometimes has that jagged stuff but I can only get it on certain dimensions. At first I thought it was odd dimensions but seems not…
Re: Rendering to quad has odd sampling issues
Ok I fixed it! It was actually an issue with Direct3D 9. I had to apply an offset to the projection matrix:
float xOff = -1.0f / winW;
float yOff = 1.0f / winH;
float xOff = -1.0f / winW;
float yOff = 1.0f / winH;
Re: Rendering to quad has odd sampling issues
OK, glad you found. I just took another look at the example and I also found a strange thing - the normal seems a bit off (1, 1, 0) - it's not normalized or going along the plane, should probably be (0,0,1) instead. I'll have to take a closer once I'm a little less tired tomorrow.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm