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Tile edge issue in 2d stretch mode #41696
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I can't check out your project this week, as I'm away from home, but from the screenshot this looks similar to the issue solved in GLES2 with #39256. Is this using the nvidia_workaround in GLES3 by any chance? This might be more susceptible to precision bugs than the legacy method (TEXTURE_RECT). Some other options :
1 pixel should be enough if used only at normal magnification (no mipmaps) but 4 pixels probably better if you are using compressed textures. |
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Am back now and have had a look at the min reproduction project. The tile atlas png is set to import with I don't know whether there is an option in the tilemap editor to automatically create these matching edge padding for you (I'm not really familar with the tilemap editor etc), it is widely used for uv mapping and usually called |
Turning off the
Thanks for the reply. I'm done for the issue, please feel free to close this issue. |
Godot version:
3.2.3 rc4 mono
OS/device including version:
Godot Engine v3.2.3.rc4.mono.official - https://godotengine.org
OpenGL ES 3.0 Renderer: Intel(R) UHD Graphics 620
Issue description:
There will be an tile edge issue in 2d stretch mode when resizing the window. Please check the picture below.
The problem won't happen at 100% size of window.
Using
pixel snap
can fix this issue, but my goal is to create a HD 2d game not a pixel game.Minimal reproduction project:
GodotIssueTest.zip
The tile png is also in the zip file. The only 2 tiles are both 64x64 pixels with crisp edges.
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