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[renderer] Remove the 1/2 pixel shift of the 2d screen
It seemed like a good idea at the time, but it exacerbates pixel leakage in atlas textures that have no border pixels (even in nearest sampling modes).
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3 changed files with 4 additions and 5 deletions
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@ -971,7 +971,7 @@ set_2d (int width, int height)
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qfglMatrixMode (GL_PROJECTION);
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadIdentity ();
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qfglLoadIdentity ();
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qfglOrtho (-0.5, width - 0.5, height - 0.5, -0.5, -99999, 99999);
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qfglOrtho (0, width, height, 0, -99999, 99999);
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qfglMatrixMode (GL_MODELVIEW);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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qfglLoadIdentity ();
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@ -785,8 +785,7 @@ set_2d (int width, int height)
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qfeglDisable (GL_DEPTH_TEST);
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qfeglDisable (GL_DEPTH_TEST);
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qfeglDisable (GL_CULL_FACE);
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qfeglDisable (GL_CULL_FACE);
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ortho_mat (proj_matrix, -0.5, width - 0.5, height - 0.5, -0.5,
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ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
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-99999, 99999);
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qfeglUseProgram (quake_2d.program);
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qfeglUseProgram (quake_2d.program);
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qfeglEnableVertexAttribArray (quake_2d.vertex.location);
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qfeglEnableVertexAttribArray (quake_2d.vertex.location);
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@ -369,8 +369,8 @@ vulkan_set_2d (int scaled)
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__auto_type mat = &mctx->matrices;
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__auto_type mat = &mctx->matrices;
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int scale = vulkan_ctx->twod_scale;
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int scale = vulkan_ctx->twod_scale;
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float left = -0.5;
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float left = 0;
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float top = -0.5;
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float top = 0;
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float right = left + vid.width / scale;
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float right = left + vid.width / scale;
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float bottom = top + vid.height / scale;
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float bottom = top + vid.height / scale;
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QFV_Orthographic (mat->Projection2d, left, right, top, bottom, 0, 99999);
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QFV_Orthographic (mat->Projection2d, left, right, top, bottom, 0, 99999);
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