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I get this even without using the TileEngine (i.e. when I build the background
with normal sprites).
Original comment by necrotic...@gmail.com
on 13 Jul 2010 at 7:54
Also, rounding doesn't seem to have any effect in my case - I get the
seams/flickers even if I move the window in int increments.
Original comment by necrotic...@gmail.com
on 13 Jul 2010 at 8:05
Out of curiosity, how large are your sprites? How many are on screen at a time?
Original comment by Jor...@gmail.com
on 14 Jul 2010 at 12:34
I tried everything from 32x32 tiles to 880x500 ones. The problem seems to be
not so much with the number of them (it happens with just 2 large tiles, for
example) but with the texture size involved.
If I use 100 tiles of 32x32, the seams only appear every two blocks or so (not
consistent). I thought it might be a texture size limitation, so I tried using
64x64 tiles, and the seams were again shown every two blocks. Did a lot of
testing, and the appearance of seams was very inconsistent.
Original comment by necrotic...@gmail.com
on 14 Jul 2010 at 6:12
This problem has something to do with how the window is scaled to fill the
screen if game size is different to the phone's native resolution. I'm using
the following workaround to make the game size (and window size) the same as
the screen's resolution:
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
setGameSize(metrics.widthPixels, metrics.heightPixels);
This works for me on both the emulator and my Desire
Original comment by burlock....@gmail.com
on 21 Jul 2010 at 1:31
Also, along with my previous comment, when scrolling the window, the x and y
has to be cast to an int or the seams will appear.
Original comment by burlock....@gmail.com
on 21 Jul 2010 at 1:42
Found the problem.
The display metrics in Android 1.5 were broken, and reported incorrect values.
Now, if you don't explicitly specify an android:minSdkVersion of at least 4
(i.e. Android 1.6) in your manifest, then your application will get the broken
metrics, which mess up the Rokon scaling. If you target android:minSdkVersion
4, the problem is solved.
Original comment by necrotic...@gmail.com
on 22 Jul 2010 at 12:30
I'm seeing the problem with android:minSdkVersion 5
Original comment by burlock....@gmail.com
on 22 Jul 2010 at 12:55
Well, setting the minSdkVersion to 4 only fixes part of the problem, in that
the screenSize is no longer reported incorrectly. On my Desire this was enough
because my game size is 800x480, so once the screen size got reported
correctly, there was no longer any scaling involved.
But yeah, I just checked a 480x320 emulator, and the seams are still there. So
if scaling is involved, then you'll get the seams.
Original comment by necrotic...@gmail.com
on 22 Jul 2010 at 1:35
This won't fix the issue if you're using a window to zoom either.
Original comment by estratto...@gmail.com
on 22 Jul 2010 at 9:46
Guys, what's the problem here? I'm not sure?
DisplayMetrics is broken on 1.5, but you need to build with 2.2 anyway, so you
only get the broken DisplayMetrics on older versions, right?
The seams problem, is noted. Have you tried increasing your setGameSize to a
higher setting, so that it matches the closest zoomed in window size?
Original comment by rtaylor205@gmail.com
on 25 Jul 2010 at 9:29
I keep the game aspect ratio the same as the device's native one, if that's
what you mean. So on a 480x320 screen my game size is 720x480 (I'd like to keep
the game height fixed, for the sake of the interface).
Original comment by necrotic...@gmail.com
on 25 Jul 2010 at 12:53
This isn't really a "bug" as such, it's an annoying feature of OpenGL
To counter it, we will be allowing more control over how textures are loaded /
stretched etc.
So, this report no longer needed, but thanks for the input everyone!
Original comment by rtaylor205@gmail.com
on 17 Aug 2010 at 8:11
Original issue reported on code.google.com by
Jor...@gmail.com
on 13 Jul 2010 at 1:56