I'm using a Core Image Kernel to work around the lack of pixel-
aligned billboards.
This code :
kernel vec4 pixelAlign(sampler image)
{
vec2 coords = samplerCoord(image);
coords = floor(coords)+0.5;
return sample(image, coords);
}
- works nicely most of the time, except at specific viewport
resolutions, where it goes very glitchy, as though parts of the
texture are sampling from 1 pixel further along that it should be
(http://www.steelskies.com/images/pixelAligned.png)
You can see this in action in this composition - http://
www.steelskies.com/download/PixelAligning.qtz - if you slowly resize
the window, you should eventually find a point where it looks badly
sampled. I'd be very interested in hearing if this occurs on nVidia
hardware - I've only tested it on my 9600.
Is there anything wrong with the above kernel code? Is there any
workaround for the glitches I'm seeing?
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