wined3d: Fix the half pixel correction.

This commit is contained in:
Stefan Dösinger 2007-08-19 19:43:44 +02:00 committed by Alexandre Julliard
parent a45badf5c0
commit 322b55e29a
1 changed files with 13 additions and 8 deletions

View File

@ -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);
}