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If I understand correctly, the compensation is necessary or it would be impossible to select the bottom-most and left-most pixels of the screen? However, I don't believe that there's a way to reverse this compensation to position the cross-hair accurately in the fragment shader (I'm a novice, though).
The text was updated successfully, but these errors were encountered:
When using a shader to zoom in on the selection area, the selection rectangle is noticeably offset from the cross-hair by
1px
.The issue seems to be caused by the compensation for the edges of the screen, specifically adding
glm::vec2(1*(!lx), 1*(!ly))
to the mouse's position:slop/src/slopstates.cpp
Line 123 in f5e4f95
If I understand correctly, the compensation is necessary or it would be impossible to select the bottom-most and left-most pixels of the screen? However, I don't believe that there's a way to reverse this compensation to position the cross-hair accurately in the fragment shader (I'm a novice, though).
The text was updated successfully, but these errors were encountered: