I wasn’t familiar with this topic until I came across this blog post http://aras-p.info/blog/2016/04/08/solving-dx9-half-pixel-offset/. Apparently, it’s a common knowledge for graphics guys.
Couldn’t this shader register value work better for us instead of using hardcoded:
const Vector2 Graphics::pixelUVOffset(0.5f, 0.5f);
Just curious.
Edit: Let me clarify. I was aware there was a difference in the offset when using DX to OPENGL but thought the problem was in Urho3D. I had no idea it was a problem in DX9.