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	<title>Comments on: GPU Geometry Map Rendering – Part 2</title>
	<atom:link href="http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/</link>
	<description>Spreading the Geek</description>
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		<title>By: Tristam MacDonald</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/comment-page-1/#comment-366</link>
		<dc:creator>Tristam MacDonald</dc:creator>
		<pubDate>Sat, 15 Oct 2011 16:44:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=193#comment-366</guid>
		<description>So you have probably long ago figured out the reason why texture coordinates don&#039;t interpolate to 1.0, but in case anyone else stumbles upon it:

The issue is that the pixels in your output texture have non-zero size, and they are specified by a particular point (the top-left of the pixel, if your coordinate system is standard).

Texture coordinates start at 0.0 on the left hand side, and since pixels are specified by their left-hand side as well, the first pixel falls at 0.0 as expected.

On the right-hand side of the texture, the texture coordinate is 1.0. But since pixels are specified by their left-hand side, the pixel at 1.0 is actually one past the end of the texture. Thus the last valid pixel is actually at coordinate (1.0 - pixel width).</description>
		<content:encoded><![CDATA[<p>So you have probably long ago figured out the reason why texture coordinates don&#8217;t interpolate to 1.0, but in case anyone else stumbles upon it:</p>
<p>The issue is that the pixels in your output texture have non-zero size, and they are specified by a particular point (the top-left of the pixel, if your coordinate system is standard).</p>
<p>Texture coordinates start at 0.0 on the left hand side, and since pixels are specified by their left-hand side as well, the first pixel falls at 0.0 as expected.</p>
<p>On the right-hand side of the texture, the texture coordinate is 1.0. But since pixels are specified by their left-hand side, the pixel at 1.0 is actually one past the end of the texture. Thus the last valid pixel is actually at coordinate (1.0 &#8211; pixel width).</p>
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		<title>By: dallas</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/comment-page-1/#comment-346</link>
		<dc:creator>dallas</dc:creator>
		<pubDate>Fri, 03 Dec 2010 14:06:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=193#comment-346</guid>
		<description>Great post! Nice!</description>
		<content:encoded><![CDATA[<p>Great post! Nice!</p>
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		<title>By: Dave</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/comment-page-1/#comment-279</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 24 Jul 2010 20:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=193#comment-279</guid>
		<description>I&#039;ve never liked OpenGL much, and besides, I wouldn&#039;t be able to create planets on the Xbox :).  C# and XNA are a very powerful combination, and suit my needs very nicely.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never liked OpenGL much, and besides, I wouldn&#8217;t be able to create planets on the Xbox <img src='http://www.crappycoding.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .  C# and XNA are a very powerful combination, and suit my needs very nicely.</p>
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		<title>By: Jake</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/comment-page-1/#comment-278</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Fri, 23 Jul 2010 23:50:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=193#comment-278</guid>
		<description>Have you tried using OpenGL, or something which is probably more suitable, like OpenCL?

This would give cross-platform compatibility, and might work a little more predictably.</description>
		<content:encoded><![CDATA[<p>Have you tried using OpenGL, or something which is probably more suitable, like OpenCL?</p>
<p>This would give cross-platform compatibility, and might work a little more predictably.</p>
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		<title>By: GPU Geometry Map Rendering, Continued &#171; Sgt. Conker</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/comment-page-1/#comment-89</link>
		<dc:creator>GPU Geometry Map Rendering, Continued &#171; Sgt. Conker</dc:creator>
		<pubDate>Tue, 12 Jan 2010 11:27:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=193#comment-89</guid>
		<description>[...] Dave Carlile strikes again with a continuation of his first post about GPU Geometry Map Rendering. This time, he goes through the whole process of debugging his shader using PIX, and finding a solution to his problems. Read the whole post on his site. [...]</description>
		<content:encoded><![CDATA[<p>[...] Dave Carlile strikes again with a continuation of his first post about GPU Geometry Map Rendering. This time, he goes through the whole process of debugging his shader using PIX, and finding a solution to his problems. Read the whole post on his site. [...]</p>
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