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  1. I work on a simple game prototype which uses the tilemap I have a scene which extends PIXI.Container and has a map made out of individual pats of a texture atlas. At the end I have simple piece of code for zooming my scene by mousewheel, when I scale the scene the tiles sprites will have a small gap between them or they may overlay each other at certain points. I tried to solve my problem the following ways: 1) I've tried to use this settings PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; 2) I've tried to set up my canvas like this: canvas { image-rendering: pixelated; } 3) I've tried to set up antialias property to true and vice versa 4) I've tried to use Math.round to the position of each tile as well as to the position of whole scene 5) I've tried to set up cacheAsBitmap = true to the whole scene 6) I've try to use pixi-tilemap from there https://github.com/pixijs/pixi-tilemap, I made there small changes in the basic example, but I've got the same result Nothing was helpful This is my code which I use for zooming: var self = stage; rendererviewaddEventListener('mousewheel'function(event) { var factor = delta = eventwheelDelta || -eventdetailpoint = new PIXIPoint(eventpageX / 1 eventpageY /1); // на сколько минимально можно отдалить объект var MIN_SCALE = 0.25; // максимально можно приблизить объект var MAX_SCALE = 1; var local_pt = selftoLocal(point); var curScale = selfscaley; if ( delta > 0) { // Zoom in factor = 0.1; } else{ // Zoom out factor = -0.1; } if(factor > 0 && curScale >= MAX_SCALE) { //; } else if(factor < 0 && curScale <= MIN_SCALE) { //; } else { var parentLocal = point; selfpivotx = Mathround(local_ptx); selfpivoty = Mathround(local_pty); selfpositionx = Mathround(parentLocalx); selfpositiony = Mathround(parentLocaly); selfscaleset(selfscalex + factor); } }); Does anyone know how to solve it?
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