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Gaming > Development Programming Misc > Re: seams
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Re: seams

by bob@[EMAIL PROTECTED] Jul 2, 2007 at 08:29 PM

On Jul 1, 10:31 pm, Miss Elaine Eos <M...@[EMAIL PROTECTED]
>
wrote:
> In article <1183323712.231134.54...@[EMAIL PROTECTED]
>,
>
>  b...@[EMAIL PROTECTED]
 wrote:
> > I am working on some software rendering code that does triangle
> > rasterization.  I am testing by creating a quad comprised of two
> > triangles.  However, there is a clear seam where the triangles
> > meet.  The seam is caused by certain pixels not getting filled
> > in.  Is there a standard way of getting rid of this?
>
> This is almost certainly a rounding/FP problem.  The standard ways to
> fix it are to (a) adjust your rounding algorithms and/or (b) over-draw
> your triangles by a pixel on one or both ends (which is really just
> another way of adjusting your rounding.)
>
> Write a program that draws different triangles to see what the actual
> effect is.  You'll likely notice a pattern, and be able to deduce a fix
> from that.  It's not uncommon for this to be an off-by-one bug, or for
> the solution to be the apparent introduction of one.
>
> --
> Please take off your pants or I won't read your e-mail.
> I will not, no matter how "good" the deal, patronise any business which
sends
> unsolicited commercial e-mail or that advertises in discussion
newsgroups.

I implemented top-left fill convention, and there were still seams.

Then I changed float to double, and it worked.
 




 3 Posts in Topic:
seams
bob@[EMAIL PROTECTED]   2007-07-01 14:01:52 
Re: seams
Miss Elaine Eos <Misc@  2007-07-02 05:31:08 
Re: seams
bob@[EMAIL PROTECTED]   2007-07-02 20:29:19 

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tan12V112 Thu Aug 21 15:42:50 CDT 2008.