I got it from the OpenGL red-book... And I quote :
"An optimum compromise that allows all primitives to be specified at integer positions, while still ensuring predictable rasterization, is to translate x and y by 0.375, as shown in the following code fragment. Such a translation keeps polygon and pixel image edges safely away from the centers of pixels, while moving line vertices close enough to the pixel centers."
But if you want to add 0.5, on the CPU, to both components of every coordinate you send, to the GPU, be my guest
I'm no longer using immediate mode, will post if I find any problems getting unfiltered, pixel aligned fonts working under GL3 Core. (I may go down the vector font route if I can't figure out an elegant way to render bitmap fonts using shaders)
Bookmarks