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如何确保纹理的像素/像素比例为1: 1 / texel 比例
原标题:How to make sure there is a 1:1 pixel/texel ratio for a texture
  • 时间:2012-05-22 15:52:00
  •  标签:
  • c++
  • direct3d

我要使用 Direct3D 在屏幕上显示一个纹理, 不仅我要它覆盖整个窗口, 而且要成为纹理的实际大小( 即屏幕上的每个像素, 将绘制在纹理上的一个 Texel 上) 。

问题回答

只要使用一个带相同屏幕宽度和高度的纹理和一个全屏的横形即可。

您也可以缩放纹理, 但这只是一个错误的修正, 因为您做了 1:1 1 像素/ exel, 但质量会下降 。

也许这有帮助:"http://www.gamedev.net/topic/513376-rendering-full-screen-creen-quads/"rel="no follow" >





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