Archive for May, 2003
How To Fix The DirectX Rasterisation Rules
DirectX has always rasterised to render target pixel centres, and has always looked up textures from texel edges. Because of this, it is more difficult than it should be to write a flexible shader system where various portions of your pipeline are image-based. It is much simpler to work in a unified system where you write to render target pixel edges, and this article details a simple way of fixing this.
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