This can be seen in Irrlicht but is an OpenGL/Nvidia problem. Bascially the use of 2D commands works with an origin of 1,1 instead of 0,0 so everything's a pixel off horizontally and verically.
This problem doesn't appear on an ATI 9200 VIVO.
For example, a matrix of:
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glOrtho(0.0, (GLdouble) kWidth, (GLdouble) kHeight, 0.0, -1.0, 1.0);
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glOrtho(-0.5, (GLdouble) kWidth-0.5, (GLdouble) kHeight-0.5, -0.5, -1.0, 1.0);
I'm thinking that the complete solution would be to perhaps for the programme to try a few matricies, plot a pixel, test the actual screen position, and pick the one that worked as expected.
Any thoughts?
Joe