Jon Steed

UX Developer, Microsoft

  • Jon Steed

    Direct3D 9.0 Articles

    • 1 Comments
    Directly Mapping Texels to Pixels When using Direct3D to render 2D images, nasty texture distortions can occur in subtle ways. This article shows how to render pixel-perfect textures every time. No muss, no fuss! Bilinear Texture Filtering...
  • Jon Steed

    Bilinear Texture Filtering and You

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    What follows is a review of texture addressing and sampling techniques, provided as a supplement to the article "Directly Mapping Texels to Pixels". Textures are always linearly addressed from (0.0, 0.0) at the top-left corner to (1.0, 1.0) at the...
  • Jon Steed

    Directly Mapping Texels to Pixels

    • 1 Comments
    When rendering 2D output using pre-transformed vertices, care must be taken to ensure that each texel area correctly corresponds to a single pixel area, otherwise texture distortion can occur. This article describes the process that Direct3D follows when...
  • Jon Steed

    DrawIndexedPrimitive Demystified

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    I wrote this article out of good-natured spite after realizing I had no idea what most of the DrawIndexedPrimitive parameters did, even after carefully reading the documentation; it's since been included in the Microsoft DirectX 9.0 SDK Update (Summer...
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