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	<title>Comments on: Understanding Half-Pixel and Half-Texel Offsets</title>
	<atom:link href="http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/feed/" rel="self" type="application/rss+xml" />
	<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/</link>
	<description>Infrequently-updated ramblings about game development projects, ideas, and techniques</description>
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		<title>By: Edge Detector Antialiasing Shader Stalker Tabula Rasa &#124; Ploobs</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-176</link>
		<dc:creator>Edge Detector Antialiasing Shader Stalker Tabula Rasa &#124; Ploobs</dc:creator>
		<pubDate>Sat, 25 Jun 2011 12:05:03 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-176</guid>
		<description>[...] The pixel_size variable (a float2 with 1/target width in x and 1/target height in y) is used in DirectX 9 Shaders (Opengl and DirectX &gt; 9 does not need this). The need for this &#8220;correction&#8221; is very well explained here. [...]</description>
		<content:encoded><![CDATA[<p>[...] The pixel_size variable (a float2 with 1/target width in x and 1/target height in y) is used in DirectX 9 Shaders (Opengl and DirectX &gt; 9 does not need this). The need for this &#8220;correction&#8221; is very well explained here. [...]</p>
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		<title>By: Drawing FullScreen Quads with XNA 4.0 &#124; Ploobs</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-175</link>
		<dc:creator>Drawing FullScreen Quads with XNA 4.0 &#124; Ploobs</dc:creator>
		<pubDate>Thu, 23 Jun 2011 14:05:10 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-175</guid>
		<description>[...] XNA 4.0 works under DirectX9.0. In this environment, we have to make a &#8220;somehow strange correction&#8221; to the position of our vertices in the Vertex Shader (subtract the halfPixel size) when processing quads. The reason for this is the algorithm used in the rasterization unit (More info about this is Here). [...]</description>
		<content:encoded><![CDATA[<p>[...] XNA 4.0 works under DirectX9.0. In this environment, we have to make a &#8220;somehow strange correction&#8221; to the position of our vertices in the Vertex Shader (subtract the halfPixel size) when processing quads. The reason for this is the algorithm used in the rasterization unit (More info about this is Here). [...]</p>
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		<title>By: kdmiller3</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-164</link>
		<dc:creator>kdmiller3</dc:creator>
		<pubDate>Sun, 13 Feb 2011 06:49:48 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-164</guid>
		<description>The half-pixel shift is particularly ingenious.  I solved a text corruption issue with MSAA by turning off MSAA for those polygons, but forcing MSAA in the driver bypassed that fix.  The half-pixel shift is completely immune.  :)</description>
		<content:encoded><![CDATA[<p>The half-pixel shift is particularly ingenious.  I solved a text corruption issue with MSAA by turning off MSAA for those polygons, but forcing MSAA in the driver bypassed that fix.  The half-pixel shift is completely immune.  <img src='http://drilian.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: jischnieder</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-161</link>
		<dc:creator>jischnieder</dc:creator>
		<pubDate>Sun, 09 Jan 2011 18:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-161</guid>
		<description>The best explanation of this subject. Thank you very much!! :)</description>
		<content:encoded><![CDATA[<p>The best explanation of this subject. Thank you very much!! <img src='http://drilian.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Bhenhur</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-126</link>
		<dc:creator>Bhenhur</dc:creator>
		<pubDate>Mon, 26 Apr 2010 00:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-126</guid>
		<description>Cheers for this. Best explanation of this DirectX9 oddity I&#039;ve come across so far.</description>
		<content:encoded><![CDATA[<p>Cheers for this. Best explanation of this DirectX9 oddity I&#8217;ve come across so far.</p>
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