Code: Select all
// Sub-pixel correction
float correction = (float) iy1 - fy1;
fx1 += correction * dx;
fw1 += correction * dw; // <--
uv1 += correction * duv;
Code: Select all
// Sub-pixel correction
float correction = (float) iy1 - fy1;
fx1 += correction * dx;
fw1 += correction * dw; // <--
uv1 += correction * duv;
We haven't had the theory on 3D transformations yet, so I guess 2D will be sufficient (even though I'm already working on 3D121377 wrote:question,
The triangle we have to render for our homework, does it have to be in 3D worldspace or in 2D screenspace?