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Messages - Corwar

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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.

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NGUI 3 Support / Atlas with Filter Mode - Point
« on: September 25, 2013, 11:04:35 PM »
I would like to use Point filter Mode so I can achieve the pixel perfect look for my 2d gui. For some reason when I simply just switch from trilinear mode to point mode, nothing else, on the created atlas image, the image seems to get corrupted a bit (almost like a shifted look ). Anybody else experience this? Pics below

Edit: mabie not the image itself, but somehow the graphics on screen gets this unwanted effect. The atlas image itself seems to look fine in the preview

Unity 4.2.1f4
NGUI 3.0.0e


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NGUI 3 Support / Re: Anchoring not lining up as expected on 3.0.0x
« on: September 25, 2013, 05:32:51 PM »
6foot3foot, I was having the same troubles and even the sibling doesnt work correctly. Still with your label as a child of the sprite. With your steps above, just place a panel on your sprite and you should be set.

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