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by 1000100_1000101
634 days ago
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Direct3D made this a thing. Trying to draw unscaled 2D elements you often end up with blurry images as it bilinearly filters with the neighbouring pixels. This is because of a mess with where it considered pixels located, where texture samples are considered located, and where, when rasterizing an included pixel, the texture coordinates sampled. See detail at [0]. If your graphics API was blurring all your images, you'd be passionate about that half-pixel offset too. [0] https://www.gamedev.net/blogs/entry/1848486-understanding-ha... |
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