When zooming out on an image in the UV view, the uv coords of a face are incorrectly offset over the image.
Best look at the screenshot and youll see what I mean.
- Cam
Description
Event Timeline
Logged In: YES
user_id=146
This looks like it is due to the poor nearest neighbour interpolation of glDrawPixels. The only solution I can think of is to draw a texture instead, with a better interpolation mode. Too busy to fix this now, but will look at it later.
Logged In: YES
user_id=103
Well, I don't know really what is wrong. UV coordinates are allowed to be on any floating point position. If you want exact pixel positions, use the "Snap to pixel" option in the pulldown menu.
If that option doesnt work, then provide us a sample .blend file.
Logged In: YES
user_id=3487
This isnt todo with sub pixel offset, look at the image and you can see the zoomed out version is at least a whole pixel offset from the original.
Brecht may try have a 2d texture on a quad for this. which would be good for ATI Cards also.
- Cam
Logged In: YES
user_id=103
Well, It is very hard to see... the wire lines as drawn in the 1:1 view can be the ones wrong even?
I tried it with a small image and all zoom levels show a consistant drawing here. Just attach a reference .blend!
Logged In: YES
user_id=103
Move this the OpenGL tracker. Changing drawing of images in the Image Window now is asking for serious disasters... code appears to work OK.
This is a generic request to test your bug report and see if it is still an issue in 2.5alpha2 if so please let me know by making a comment in this report ie 'also in 2.5alpha2' and I will add it to the 2.5 bug list.