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Fix tilemap gaps in affine graphic modes #733 #735
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Thanks! This definitely shows I need to fix this properly which I'll hopefully get round to doing at some point in autumn or winter :D
agb/src/display/tiled/map.rs
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if *self.tiles_dirty() { | ||
unsafe { | ||
let tiledata: Vec<u8> = self.tiles_mut().iter().map(|a| a.tile_index(FourBpp).raw_index() as u8).collect(); |
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Should this be EightBpp
? I know that it doesn't actually make a difference, but it feels more correct here :)
Could you also pull this line out of the unsafe block since it doesn't really need to go there
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Pushed it in the latest commit :)
CHANGELOG.md
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@@ -7,6 +7,9 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0 | |||
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## [Unreleased] | |||
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### Fixed | |||
- Kludge fix for tilemap gaps in affine graphics modes. |
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- Kludge fix for tilemap gaps in affine graphics modes. | |
- There are no longer gaps between tiles in affine graphics modes. |
Looks like |
…straight from the underlying type.
@gwilymk Pushed some more fixes for the Just CI build :) |
Amazing, thank you! |
Fixes issue Affine tilemaps show gaps #733 where affine tilemaps have a gap.