SpriteStudio / SSPlayerForGodot

OPTPiX SpriteStudio Player for Godot https://www.webtech.co.jp/spritestudio/
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[Bug] pixel character will become blur when animation start #27

Open JustusPan opened 2 weeks ago

JustusPan commented 2 weeks ago

image already set Filter to Nearest mode.

but once the animation playing, pixel character will become blur as shown in snapshot. image

JustusPan commented 2 weeks ago

@SpriteStudio any updates for this?

SpriteStudio commented 1 week ago

@JustusPan Could you please provide a screenshot of the character in its correct display state, or perhaps the original texture image?

JustusPan commented 1 week ago

@JustusPan Could you please provide a screenshot of the character in its correct display state, or perhaps the original texture image?

If you provide me with an email address, I can send you the original sprite studio project file

JustusPan commented 1 week ago

https://github.com/user-attachments/assets/5486d9ca-50c6-46cd-b9d9-2c9488bf4074

SpriteStudio commented 1 week ago

@JustusPan Thank you for giving us the movie. This issue seems to be caused by the way SSPlayer for Godot renders textures before drawing them. We will investigate the cause and potential solutions. Please wait a moment.

SpriteStudio commented 1 day ago

@JustusPan We apologize for the wait.

Here's a breakdown of the current rendering process:

  1. SpriteStudio renders to a texture.
  2. Godot then renders this texture as a 2D sprite (CanvasItem) onto the screen buffer.
  3. Finally, the screen buffer is displayed on the screen.

The "Nearest" setting you chose affects step 2.
Unfortunately, We haven't found a way to directly control the filter type in step 1.
As a workaround, We've experimented with shader adjustments to achieve the "Nearest" filter, and it seems to be working well.

We anticipate releasing this version in next week.
Thank you for your understanding.

JustusPan commented 18 hours ago

Animations created with pixel art materials in SpriteStudio (like a rotating pixel image) should look the same when imported into Godot as they do in SpriteStudio. I think this is very important for such tools. @SpriteStudio