Quote: "Can you upload the original large image so it's clearer what's not working?"
There is, unfortunately, no original image as the map is created from tiles during loading of map.
Quote: "have you tested in native resolution?"
Native resolution actually removes the problem. Is there anything I can do so that the artefact doesn't appear on systems not running the games native resolution?
Quote: "when you said "a region of the large memblock which then is turned into images", do you mean 1 final image at a time/per frame or are you (still) sending multiple images to the screen at once?"
I create one large memblock where I "draw" all the tiles to, then I create smaller memblocks where I read each corresponding region of the large memblock into the smaller memblocks, then the smaller memblocks are turned into image that are applied to sprites. I create the entire map of these smaller images. I had to do this as I've tried that my 4GB GPU ran out of memory when the map images were large, single images for each layer.
Quote: "youre not working position using float values are you?"
No, I have tried floats though.
Quote: "Quote: "
SetSpriteUVBorder(spriteID,0) <- the documentation covers that atlas's have different borders set
Annoyingly when using atlas's the UV border of 0.5 all the way round where as its 0 for a sprite on its own image. You can manually change it so you shouldn't have the issue.
Also take a look at setting the sprite snap so that it cant be located between two pixels. SetSpriteSnap()"
I have tried SetSpriteUVBorder(), but each sprite use their own image.
I have also tried SetSpriteSnap().
Setting the system to the same resolution as the game does remove the artefact, but I can't expect users to change their system resolution, so I am hoping there is a way to work around this.
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