I’m trying to make a full-screen quad that is covered by a texture which is the pixel size of the current window… that is, a texture which covers the entire window surface, as a glass plate to draw our own in-house GUI system on. It uses the Foreground node and initially seems to function ok.
However, the quality of the resulting texture is bad. If I have a window size of 800x600 and then load an 800x600 graphic, the resulting image is not per-pixel correct. It appears as though the image itself has been downsized (losing every few pixel lines), and then that result has then been stretched full-screen.
I don’t believe I’m creating mipmaps. At any rate, the poly is being drawn only 0.6f from the camera, so I can’t imagine why it would be using a lower mipmap level.
Any thoughts?