EDIT: No I don't get it, when I create the font, I create a vertex in the top left corner, so -
x1 = -1
x2 = ( -1 + charWidth * ( 2.0f / screenWidth )
y1 = 1
y2 = ( 1 - charHeight * ( 2.0f / screenHeight )
(x1,y1) @-----@ (x2,y1)
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| |
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(x1,y2) @-----@ (x2,y2)
Then, when placing a character on the screen, I use the WORLD transform to put it into place. So, I'm not sure where the half-pixel issue is causing differences. Do I then apply the half-pixel offset in the translation of the WORLD matrix, or do I apply it on the actual vertices? Was DX10 created to make life hell for people on purpose?