@ Markus, I have wrote a little demo that exhibits the same issue.
rem Landscape App
SetDefaultMinFilter(0)
SetDefaultMagFilter(0)
SetDisplayAspect( 15.0/9.0 )
setorientationallowed(0,0,1,0)
setsyncrate(60,0)
floorIM=loadimage("floor.png")
dim tile[20,20]
for y=0 to 20
for x=0 to 20
tile[x,y]=createsprite(floorIM)
setspriteanimation(tile[x,y],32,32,32)
setspritesize(tile[x,y],10,18)
setspriteposition(tile[x,y],x*10,y*18)
setspriteframe(tile[x,y],random(7,8))
next x
next y
x#=0
y#=0
do
Print("Watch for glitches flashing up")
if getpointerpressed()=1
x#=getpointerx()
y#=getpointery()
endif
x#=x#+.08
y#=y#+.02
setviewoffset(x#,y#)
Sync()
loop
You may get it to work with any image, but probably best to use the one I am using, as the frame image of the sprite seems to have a bearing on whether it will glitch or not. You should see horizontal then vertical glitches before it gets to the end.
@ TrezSoft, I doubt it is an issue with the camera offset. I am fairly sure it is a UV issue, and I am not using UV scrolling. I will have a look at your camera function, but am fairly sure the standard AppGameKit commands I have used to follow the ball will be okay.
@ Cliff, as I am placing the sprites in a grid, I am not quite sure how this would work. If I alter the size they will just overlap incorrectly and not fit together. I have thought about trying something like it, as the glitch is basically one of the edges of another frame being displayed incorrectly by AGK. So by removing any solid pixel from all the edges would fix it I believe. However I imagine that the clear edges would be visible all of the time, unless you can change the UV to stretch the smaller image across all of the sprite.