Closed 09jlardinois closed 6 years ago
I found someone that said something about screen scaling (like push) and sub-pixel rendering. It sounded convincing.
I tried to floor function the x / y changes like they said and the quad scaling, but it didn't work. I don't know why quad scaling would matter, but that's what they said.
Update: changed Push settings to PixelPerfect - fixed, but now there's a crazy black border.
Solved:
Many Edits: GitHub formatting is somehow more buggy than StackOverflow. Deserves an award.
constants.lua
WINDOW_WIDTH, WINDOW_HEIGHT = love.window.getDesktopDimensions()
main.lua
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, { vsync = true, fullscreen = true, resizable = true, pixelperfect = true, stretched = true })
Hey, I'm getting a visual bug where a sort of ghost line effect is seen during sprite movement (from a sprite sheet) whenever the sprite moves past / through its quad edge values.
I spent the night building an animation system that runs animations off of sprite sheets and noticed it and thought it was just my code, but then I tested it with a static, moving paddle and the same thing happens.
It's like there's an invisible grid of funny lines at each quad width / height interval that shows up on the sprite whenever it moves.