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NGUI 3 Support / Re: Atlas with Filter Mode - Point
« on: September 26, 2013, 09:43:50 PM »
AH my bad. Thankyou. I remember doing this back in my DirectX7/8/C++ days by taking two screen points for something like a 256x256 texture with one point being the x,y and the other being the endpoint of the width and height. Then, transform those points to world coords for the quad mesh for the texture. This allowed me to align the texils to the screen pixels so the image wouldn't look fuzzy/blurry. I can't remember exactly, but I think I had to add .5 to the uv's to get it right. So that's what I need to figure out here is to align the texils with pixels so I wont get the crooked pixel look as with the picture I shown above(ie: as with what you explained, so it won't choose the incorrect pixel ). I want this for a clean GUI look for an editor, not for the fuzzy 3D gamey look. Anyways, thanks again and I hope I didn't bother you.
