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Bug Database
Bug ID: 6603000
Votes 0
Synopsis D3D: incorrect texel to pixel mapping in some cases
Category java:classes_2d
Reported Against
Release Fixed 6u10(b04)
State 10-Fix Delivered, Verified, bug
Priority: 3-Medium
Related Bugs 6602861
Submit Date 10-SEP-2007
Description
the pipeline still doesn't map texels pixels to pixels correclty
in case of complex transforms.

This is visible with Nimbus L&F on some video boards (see
the attached screenshot).
Posted Date : 2007-09-10 23:07:31.0
Work Around
N/A
Evaluation
The fix for 6602861 addressed most of the rendering issues with 
Nimbus L&F, but unfortunately not all.

For example, when painting vertical scrollbars Nimbus scales
and rotates a translucent volatile image to render the
track of the scroll bar. On some video boards this results in
a 1-pixel high hole at the bottom of the track (above the 
sc button).

This is because the way we use texture transform to offset
the texture for proper texel to pixel mapping is still not entirely
correct - it only looks at the device's scale factors.

Also, when rendering a background of a menu bar, one can see
some texture bleeding on the right side, most likely because
the board doesn't support non-pow2 textures and so the bilinear
filtering is sampling texels from outside of the "image"'s
bounds in a texture.
Posted Date : 2007-09-10 23:07:31.0

In the end we decided on fixing tex-pix mapping
by shifting the geometry by -0.5 post-transform.

And luckily we already had a fix for the texture
bleeding with bilinear filtering ready for the opengl
pipeline, so we used it.
Posted Date : 2007-09-18 18:48:45.0
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