Display map tiles with scaling - bleeding issues
Monkey Forums/Monkey Programming/Display map tiles with scaling - bleeding issues
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Hi, Question here. I'm trying to create a map display for a platformer (at 320x240) on a 640x480 screen (therefore scaled - tried both the scaling stuff from James and therevills' Diddy). What I'm finding when I draw is the blocks (currently 8x8 size - 40x32 tiles) are bleeding/have artifacts because of the scaling. If I instead draw a single image of the map area that does work ok. I've looked at and played with the new XYPadding but this doesn't work either. http://www.monkeycoder.co.nz/Community/posts.php?topic=231#2401 Am I missing something? I guess I can scale the graphics to work at 640x480 myself but was hoping this could be avoided. |
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I have the same-key problems. In the past, I had a similar problem in BlitzMax. And it was solved by SetMaskColor(). |
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Have you tried turning off image filtering? http://www.monkeycoder.co.nz/Community/posts.php?topic=993 In your tileimage do you have a gap between each tile? |
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When I was following the early development of cocos2d-iPhone there were similar problems. I'll try to dig out the solution from my email archive. |
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So is your 40x32 tileset actually a 42x34 tileset with the padding border (1 pixel on each side) repeating the left, right, top and bottom borders of the actual tile? Using a transparent border will not work, the padding needs to repeat the outer border of the tile. |
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Here's the cocos2d-iphone stuff I was referring to: http://code.google.com/p/cocos2d-iphone/issues/detail?id=135 The fix was to not render the textures with sub-pixel detail. |
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Have you tried turning off image filtering? http://www.monkeycoder.co.nz/Community/posts.php?topic=993 In your tileimage do you have a gap between each tile? No. Thank you. What he wanted. No, but yes in a flash. |