Module: wine
Branch: master
Commit: 322b55e29a83a3ab61a1912d751816aa24662e9f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=322b55e29a83a3ab61a1912d7…
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Sun Aug 19 19:43:44 2007 +0200
wined3d: Fix the half pixel correction.
---
dlls/wined3d/state.c | 21 +++++++++++++--------
1 files changed, 13 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 900e366..4b38e40 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2631,9 +2631,9 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
}
checkGLcall("glOrtho");
- /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
- glTranslatef(0.375, 0.375, 0);
- checkGLcall("glTranslatef(0.375, 0.375, 0)");
+ /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
+ glTranslatef(0.5, 0.5, 0);
+ checkGLcall("glTranslatef(0.5, 0.5, 0)");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (stateblock->wineD3DDevice->render_offscreen) {
@@ -2647,9 +2647,14 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
- instead. */
- glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
- checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
+ instead.
+
+ 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
+ divide by the Width/Height, so we need the half range(1.0) to translate by
+ half a pixel.
+ */
+ glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, 0);
+ checkGLcall("glTranslatef (1.0 / width, -1.0 / height, 0)");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
@@ -3369,8 +3374,8 @@ static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
checkGLcall("glViewport");
- stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
- stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
+ stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
+ stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}