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Slick Forums • View topic - BUG: Texture Seams (Resolved)

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PostPosted: Wed Mar 16, 2011 12:46 am 
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Last edited by apocriva on Thu Mar 17, 2011 2:04 am, edited 1 time in total.

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PostPosted: Wed Mar 16, 2011 10:17 am 
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PostPosted: Wed Mar 16, 2011 1:35 pm 
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I can't check at the moment, but I thought that the TiledMap loader, when loading tilesets automatically, was already setting the filter to NEAREST. The tiles certainly appear to be using NEAREST to me, even if it's not evident from the little screengrab.

In any event, I'll give that a shot tonight.


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PostPosted: Wed Mar 16, 2011 1:57 pm 
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in my project the TiledMaps are correct...

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PostPosted: Wed Mar 16, 2011 6:33 pm 
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I don't see the issue as long as all the pixel offsets are nice round numbers. If my matrix stack has a scale and translation in it that are non-integral, I see the seams. I don't see them all the time -- but as I slide through a floating point translation for map scrolling, the seams flicker on and off.


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PostPosted: Thu Mar 17, 2011 1:45 am 
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Well, I'm pretty sure that I just won't be able to use translation/scaling the way I wanted to.



It appears to just be a texture rounding error, and I am totally at a loss for what to do about it. I can't really be rendering things pixel-perfect and still be able to scale nicely... I'm just using g.scale() right now to zoom in.


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PostPosted: Thu Mar 17, 2011 2:04 am 
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I'm getting around this issue by putting spacing between the sprites in my spritesheets. It feels gross, but it works.


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PostPosted: Wed Mar 23, 2011 11:35 am 
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PostPosted: Wed Mar 23, 2011 12:26 pm 
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