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When I was writing a program inspired by deferred rendering sample, I noticed that current UV mapping algorithm have minimum resolution of 2x2 pixels.
Here is how to see prove that issue:
When adding following lines at the end of "fragmentDeferredRendering.wgsl" before return statement:
let fragCoordI=vec2<i32>(round(coord.xy));
if(fragCoordI.x > 500) {
result=vec3<f32>(1.0,0.0,0.0); //red
}
if(fragCoordI.x > 501) {
result=vec3<f32>(0.0,1.0,0.0); //green
}
if(fragCoordI.x > 502) {
result=vec3<f32>(0.0,0.0,1.0); //blue
}
if(fragCoordI.x > 503) {
result=vec3<f32>(1.0,1.0,0.0); //yellow
}
if(fragCoordI.x > 504) {
result=vec3<f32>(0.0,1.0,1.0); //cyan
}
if(fragCoordI.x > 505) {
result=vec3<f32>(1.0,0.0,1.0); //pink
}
Expected result is 1px thin red, green, blue, yellow and cyan line to be drawn and right side of image to be pink.
Here is a screenshot from actual results:
When zooming to very close, it is visible that only green and yellow line is visible, both being 2px wide:
The 2x2 pixel resolution is also clearly visible when looking aliasing of edges of the squares in the sample page
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