Re: How to calculate Screen Dimensions to 3D Coordinates so Image fills a specified resolution
Date: Thu, 03 Jun 2004 13:27:15 GMT
I think Eyal's suggestion should resolve this issue, we can compute the
correspond u, v values by given texture addresses. Using:
u = ( Tx + 0.5f ) / textureSize;
v = ( Ty + 0.5f ) / textureSize;
Does it fix this issue?
You may test it using a grid image as texture, so that it would be easier
to find the texture mapping distortion.
Ying-Shen Yu [MSFT]
Microsoft Community Support
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