Open scambier opened 3 years ago
Certainly a duplicate of #178
There are still the occasional artifacts, but the merging of #239 should alleviate things a lot. Let me know how it looks now. It looks pretty sharp on my tests.
I can still reproduce the issue.
Here's an imgur gallery, to not spam this post with multiple screenshots: https://imgur.com/a/oLS1b5U
I'm on Windows 10, with a Ryzen 5 and GTX 1060
I can't get the nasty lines to appear with the latest merge. It's a bit more sane about scaling now, and I realized I'd messed up the viewport commands in GL.
Yep, artifacts have disappeared!
There's still that issue with the squished aspect ratio, should I file another issue so we can close this one?
We can leave it in here. It occurs to me that I completely forgot to apply the same border setup to the sprite console. I'll get that done, hopefully today (my day is a tad crazy)!
Ignore that commit message. I accidentally put a branch in the wrong place.
Meant to tag commit https://github.com/amethyst/bracket-lib/commit/5170417eca792ebadc0d59772961d5cf40cecbb5 for here. The "sprites" example now doesn't pull in a tiny chunk of the neighboring sprite.
I think I may need to rework the sprites layer quite a bit in the future, it's kinda half-baked right now.
I'm trying to add sprites to my game, and there is a texture problem: depending on the sprites' size and/or the window scaling, pixels surrounding the sprite are sometimes drawn on screen.
As an example, here is the "eye" sprite, with its surrounding pixels:
But the in-game rendering sometimes trim pixels on a side, and sometimes add pixels from neighbour sprites
The BTerm is built like that:
Both PNGs have 16x16px tiles/sprites. I tried different settings to fix this issue but to no avail.
Edit: same issue when the spritesheet is used as a font file: