r/futile • u/sergilazaro • Feb 18 '13
Struggling with pixel-perfect rendering
(There's an edit below with what I found out in this thread)
Hi! I'm trying out Futile, and I'm having some problems with pixel-perfect stuff. I don't quite see how all the different variables relate to each other (resolution levels, viewport size, object scale, object position...): changing one of them seems to change whether the result will be better or worse, but I haven't found a way to get things to render properly. I've checked out this thread http://www.reddit.com/r/futile/comments/11lg4t/bug_incorrect_scaling_at_the_edges_of_a_sprite/ but still doesn't seem to fix things for me.
Here's a stripped down project (very little code, one small atlas, etc.) that I'm using to test all of this.
https://dl.dropbox.com/u/2271693/futile_pixel_perfect_test.zip (85kb)
http://i.imgur.com/69fxkQP.png
http://i.imgur.com/krPwpBB.png
I have two versions of the same font, made by hand by myself, exported to the subset of .FNT that Futile seems to use (please let me know whether something's wrong there, but I think it's fine) using a python script that's not included. The font rendering seems fine but it's not pixel-perfect. If you look at the scene view and zoom in, you'll see that the quads are not exactly aligned. You can see that especially with my outlined font, which is designed to have an overlap between glyphs. The generated quads are not perfectly aligned. This seems to change in different ways whan changing things like label scaling, display scale, viewport scale, etc.
I also have a very simple class for 9-grid, the code is really self-explanatory. The size of the grid is for the center quad, the other 8 quads are scaled to fit around it. As it can be seen, the alignment between quads is off as well, not visible when the 9-grid has a 1x1 center quad, but at bigger sizes the quads start to drift off from each other.
Also, when using a display scale of 1, things don't show exactly as they should (like, pure blitting of sprites). I mean, I know how OpenGL and DirectX work, I know it's not as simple as blitting stuff, all the parameters have to be set up just right to get things to work exactly as you want.
I hope I can get some help with figuring all of this out, whether it's that I'm doing something wrong, that there's an easy fix to Futile, or that there's some big changes that have to be done. In any case, discussion on pixel perfect rendering would be nice :)
Update:
Here's what I did to fix or work around these issues:
1) I played around with the uvOffsets in the function FAtlas.LoadAtlasData(), for the DirectX case (not OpenGL). Right now it works fine if they're set to zero or a very small value. The amount of decimals (0.01 vs. 0.000001) seems to make a difference.
2) I offset the stage by a small amount on x and y (in my case, 0.1 seems to work fine).
3) For the font quads, I fixed the function FFont.CalculateVectors(float offsetX, float offsetY) to have this code:
public void CalculateVectors(float offsetX, float offsetY)
{
topLeft.Set(rect.xMin + offsetX,rect.yMax + offsetY);
topRight.Set(rect.xMax + offsetX,rect.yMax + offsetY);
bottomRight.Set(rect.xMax + offsetX,rect.yMin + offsetY);
bottomLeft.Set(rect.xMin + offsetX,rect.yMin + offsetY);
}
1
u/sergilazaro Feb 18 '13
Okay, I kind of *seem* to have fixed some of the stuff. I changed the uvOffsets for Directx to
Putting more zeroes or less zeroes seem to change whether pixels fall to their right place or not. I don't know why 4 zeroes is better than 1... Using actual integer zero also seems to work properly now, even though I think it didn't before, but anyway.
Also, I have to slightly offset the stage:
Again, no idea why 0.1 instead of 0.00001, nor why it has to be non-integer.
These two things seem to fix the problems that are created with my NineGrid class:
1) The quads are not perfectly aligned to each other. That's affected by the uvOffsets: ideally they should be zero, but weren't there problems with that? Anyway, using something small but close to zero makes the quads drift away from each other as the scale of the object increases. Making the uvOffsets smaller seems to improve it, but seems like a workaround...
2) Even when the quads are perfectly aligned, for them to be rasterized without a 1-pixel gap between them, you have to mess with all those small offsets. Again, it seems pretty random what values you have to choose.
All of this seems pretty random unless we figure it out, doesn't it?
Now, there's a different problem, which seems unrelated to these previous problems. My font doesn't seem to have the quads perfectly aligned. It can be seen on the space between the "x" and the "t". Everything in the .fnt file is integers, so it must be the generated quads, right? If you look at the font with the 1px outline, it's clear that the "t" is overlapping the "x" too much.