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Odd number screen resolution sometimes lead to garbled rendering #106
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Are you flooring your draw positions? |
I want to say I did because I am usually mindful with this sort of things... But I fail to reproduce this problem after tuning a few layer related operations recently. I will re-open if it comes up again. |
Weird, this problem only happens on iMac but not my Macbook Air, both non-retina, both use the same version of OS X and LOVE. Source code versioning is managed by git so I am confident they are the same. I can think of only 2 places where I need to floor explicitly, camera position and draw range, they both are. What else should I look out for? UPDATE: actually all maps on iMac suffer from this odd number resolution problem, some are just subtle enough so I didn't catch them initially. |
Draw position
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I am not getting what you mean. None of the tiles in above image are drawn using custom layer/object layer, they are just drawn through tile layers, by calling I fail to find anything on draw position in your api doc or Tiled, |
Sorry, I was half asleep when I wrote that. If your camera (translation) is floored, then it shouldn't be causing weird artifacts like that. |
No worries, I did floored the camera position when I move it, I will have to see if it has anything to do with camera creation using non-integer number. Still it's kinda strange I can only reproduce it on iMac... ref: https://github.com/vrld/hump/blob/master/camera.lua#L63-L69 |
I got it now, both |
aka iPhone 6 resolution (375 × 667 pt).
Screen resolution with even number (376 × 668) doesn't seem to suffer from the problem.
The strange thing: it doesn't happen (or become noticeable) on all maps, only some, even though they have similar tilesets and map dimensions.
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