Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / is this a problem that has been noted?

Author
Message
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 19th Mar 2012 07:25
there seems to be a problem with the screen scaling incorrectly. It seems when you make the application go full resolution or bigger then your original virtual resolution display size you get scan lines.

here are the pics atached.


screen shot 1 unscaled

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 19th Mar 2012 07:26
and second shot with screen scaled

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 19th Mar 2012 07:28
From what i've tested scaling up is not good but scaling down seems to work fine....just means i will need to resize all my tiles i've drawn already.....but if this is gunna get fixed i wont bother

MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 19th Mar 2012 07:55
This is a limit of virtual resolution. This is the same problem as changing the Zoom Factor for some unrounded values. So, due to Float precision and Screen Resolution , scaling up is sometimes not reliable.. And i'm not sure it can be resolved because it's not really a bug.
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 19th Mar 2012 08:34
ok.... so its best to code with a bigger resolution and scale down from it to smaller screens to avoid the lines then.....hopefully others are aware of this and im glad i found out now before getting to far in.

is anybody stuck on making a good tile scrolling engine?

if so id gladly post what i have as i think it works very well and only draws tiles that are needed to be displayed.

humm.... mabey i should post it in the usefull functions competition.

MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 19th Mar 2012 08:36 Edited at: 19th Mar 2012 08:36
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 19th Mar 2012 18:29
Try the SetSpriteUVBorder command with a value of 1 and see if that fixes it. Are these individual images or part of an atlas texture?
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 20th Mar 2012 02:36
Hi thanks for the responce! yes its an atlas texture created from tile studio. I will try this out...maby i will not need to redraw everything then

I`ll try it and post back

SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 20th Mar 2012 03:09
yup thanks paul that fixed it up nicely!

Those pesky lines are gone even using a decimal place with that command.

I new there had to be some sort of easy fix to it that didnt involve changing the scale or redrawing the tiles bigger.

Login to post a reply

Server time is: 2024-05-07 10:56:46
Your offset time is: 2024-05-07 10:56:46