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Found 2 results

  1. I have a big problem with screen tearing. Please have a look at the video. I am sorry I can't provide a playground for this (yeah I could maybe), because I am using a port of babylonjs together with the haxe language/compiler. I read much information about the problem in OpenGL forums too, but I did not get a solution. So maybe some 3D WebGL / OpenGL ES Guru knows, how to fix the problem. As you can see in the video, the mesh with the bricks and ladders is flickering and tearing like hell. The mesh is merged together from single meshes (planes) and a sprite atlas is used, so that I can take one material/texture for the whole level-mesh (the foreground). To get the well known sprite art or retro effect, I use Texture.NEAREST_SAMPLINGMODE texture.anisotropicFilteringLevel = 1 texture.wrapU = texture.wrapV = Texture.CLAMP_ADDRESSMODE I tried to adjust the uvs (read about pixels and texels), but I don't get it right. I think that the UVs are not correct and when the camera moves, the drawn texture tile is snapping between two pixels all the time, and that causes the bad tearing effect. But I don't know. Since I am using Babylonjs/Babylonhx, I am asking here for the first place. It's strange too, that it looks like the lines are jumping up and down. And maybe the uvs are right, but the screen tearing is a evil, that comes with the NEAREST_SAMPLINGMODE or the disabled anisotropicFiltering? Btw. I disabled mipmaps too. Hm. It would be easier to just scale the Textures up hm and use another sampling mode? Because now I get it, that not using mipmaps is a bad idea, because I have a little 3D stuff in there, like the sides and the floor. Yeah I know, there is another topic to this topic. But I didn't find the answer there. Yeah, that's great. I think I have the right solution now. Upscaled textures. But to be honest and just to learn how to do it right, is there another way how I can do this? Merging planes with different uvs together and using a very small texture (one tile = 32px) without having artefacts?
  2. I'm not sure if this has been brought up before... This morning I discovered some 'tearing' in my images. A visible warping across the images which looks like it's related to WebGL breaking the image into triangles and not lining them up properly: - The image has the smoothed property set to false, in order to get a crisp, unscaled look. - It's not being scaled either by Phaser or the Canvas. - The image above has anchor set to 0.5 on x, ie. myImage.anchor.set(0.5, 0); This struck me has a 'half-pixel' kind of problem, so I made sure x,y coords were rounded off but it didn't help. But then I tried the PIXI pivot property: myImage.pivot.set(Math.round(myImage.width * 0.5), 0); And this solved the problem... I don't know what's happening internally to make this work, but I just wanted to share this fix! btw running Phaser 2.2.2, PIXI 2.2.0, WebGL
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