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03.08.2008 at 12:44PM PST, ID: 23225670 | Points: 125
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Fastest way to tell if 2 surfaces hv same image in DirectX

Tags: DirectX
I have 2 surfaces in DirectX. Both have same width and height. How can I tell if both have exactly the same image? I know i can do a pixel by pixel comparison..but is there's any way to do this using the GPU?
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Question Stats
Zone: Programming
Question Asked By: verasen
Question Asked On: 03.08.2008
Participating Experts: 2
Points: 125
Views: 0
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03.20.2008 at 11:32AM PDT, ID: 21174308

Rank: Master

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03.24.2008 at 09:20PM PDT, ID: 21199470

Rank: Master

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03.20.2008 at 11:32AM PDT, ID: 21174308

Rank: Master

i gues by *image* you mean the texture? can you explain a bit more and what you are trying to do?
 
03.24.2008 at 09:20PM PDT, ID: 21199470

Rank: Master

Even pixel by pixel comparison requires an analysis. For example, the texture (I understand that ikework guess is correct) can be applied in different ways, say different angles or scale or repeating times) and the texture are different, despite the source images to be the same.

You should take on count how are assigned the texture coordinates, how they are combined/interpolated, if it is subject to level of detail (mipmapping)... a lot of modifiers to the image... how about lightning (luminance is affected by)?

Depending on your code, you can look for the load texture file, or for named textures...

Anyway, after mapped and transformed in screen coordinates, the individual texels of a texture rarely correspond to individual pixels of the final screen image, so I understand that you want compare actual images in the 3d space, not when projected in the screen.

Concluding, it is mandatory to define the comparison criteria, which modifiers are considered or not.

To be simple, the easy way is to superpose the two rectangles to be compared and subtract their textures (GL_COMBINE_RGB and GL_SUBTRACT), expecting zero texels values if the images match...

Jose
 
 
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