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Handle texel-pixel offset with diferents graphics APIs.
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@ -21,6 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "gfx/util/screenspace.h"
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#include "gfx/gfxDevice.h"
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// The conversion from screen space to the render target
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// is made more complex because screen space is relative
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@ -41,9 +42,11 @@ void ScreenSpace::RenderTargetParameters(const Point3I &targetSize, const RectI
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Point2F targetScale( (F32)targetViewport.extent.x / (F32)targetSize.x,
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(F32)targetViewport.extent.y / (F32)targetSize.y );
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bool hasTexelPixelOffset = GFX->getAdapterType() == Direct3D9;
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// Get the target half pixel size.
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const Point2F halfPixel( 0.5f / targetSize.x,
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0.5f / targetSize.y );
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const Point2F halfPixel( hasTexelPixelOffset ? 0.5f / targetSize.x : 0.0,
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hasTexelPixelOffset ? 0.5f / targetSize.y : 0.0);
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rtParams.set( targetOffset.x + halfPixel.x,
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targetOffset.y + halfPixel.y,
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