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softgpu: Round tex coords properly for nearest #8282
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Turns out this is wrong. In fact, I think we are half a pixel off for bilinear (i.e. a 0,0 -> 1,1 box will apply 50% of texel 1,1 in the center, which is of course wrong.)
-[Unknown]
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That's interesting - I hadn't considered the possibility that the offset might need to be different in each of the filtering modes - who knows how they are implemented.
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Well, AFAICT it's just 0 for nearest (seems to round right at 0.5) and -0.5 for linear (to sample at the centers.) Need to check some throughmode handling still when I have time.
I did try applying a
0.375f / 256.0f
offset to correct for rounding issues, which seemed to largely help most everywhere (including Crisis Core.) And with that the Hexyz issue doesn't happen either (probably the same rounding issue.) However, it introduces other issues...Also tex wrap with negative float uvs was wrong.
-[Unknown]