image sheet artifacts

Monkey Forums/Monkey Programming/image sheet artifacts

EdzUp(Posted 2015) [#1]
When using images loaded with LoadAnimImage and scaling the image I always end up with artifacts, these are lines from images that are below the current image.

Does anyone know how to get rid of these at present I have to add a blank line between images and load that image in for example a 32X32 tile image I add a line between them capturing the 33x33 and draw the 32x32 image ignoring the last pixel. These artifacts are problematic as I use LOADS of sprite sheets, this doesn't happen with BlitzMax only monkey so was hoping there is a simple fix.


Paul - Taiphoz(Posted 2015) [#2]
Try #MOJO_IMAGE_FILTERING_ENABLED=True/False


EdzUp(Posted 2015) [#3]
Will try that :)


therevills(Posted 2015) [#4]
You could also try changing the default flags when loading:

http://www.monkey-x.com/docs/html/Modules_mojo.graphics_Image.html#DefaultFlags

Also are your image sizes a power of two?


EdzUp(Posted 2015) [#5]
@Paul:that worked fine :D no more artefacts yaaaay :D


Paul - Taiphoz(Posted 2015) [#6]
Glad to be of help, as therevills said you should also check out default flag's for all your padding needs.


EdzUp(Posted 2015) [#7]
Well I'm coding Star Rogue using monkey X and its coming together nice now once I complete the main menu system and fixed the HTML5 issues and SetColor :)

I am also still looking at security of images and media :)


Paul - Taiphoz(Posted 2015) [#8]
I know I'm following the thread, I was sure you mentioned you moved to Unity tho or did I read it wrong.?


EdzUp(Posted 2015) [#9]
I do have a unity version BUT the monkey version is much further along, its easier to do in monkey than unity as Unity uses scenes which can be problematic when for example leaving the star system and going interstellar.

Also I use a lot of bitmap fonts and Unity its true type fonts yes I could code a system that creates meshes for it but its so much easier to do 2d in monkey than unity even with its 2d modules.