On Wed, Oct 27, 2010 at 11:04 PM, Mike Wyatt <[email protected]>wrote:

> I'm rendering a hex map with a batched set of sprites (one per cell).  The
> batch looks pretty good, but on close inspection I can see that the pixels
> are not rendered exactly as the source image.
>
> Here's a image with the original image and a small cropped view of a few
> rendered sprites in the hex grid:
> http://img830.imageshack.us/img830/812/hexes.png


Are you sure you didn't create a multi-sample context and request
anti-aliasing? That looks a bit like it could be anti-aliasing on the
polygon edges.

Also make sure that you disable both GL_LINE_SMOOTH and GL_POLYGON_SMOOTH,
just in case something else had enabled them.


> I'm guessing I either need to adjust the modelview transformation or change
> some gl* setting.  I've played around with GL_TEXTURE_MIN_FILTER and
> GL_TEXTURE_MAG_FILTER and glHint, but haven't had any luck.
>

For testing, set both your MIN and MAG filters to GL_NEAREST, to prevent any
chance of bilinear interpolation.

How can I fix this?
>

If none of the above did the trick, then double check your math - you might
have introduced rounding error somewhere...

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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