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Tilingsprite blank horizontal line visual bug


LaczkoUr
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I'm trying to use tilingsprite for the ground layer, and moving background layers in a 2d scroller game.

There is a small but easily noticable visual bug at the edges of the textures.
It seems like pixijs puts the second texture one pixel farther, than it should be.

 

I scale all pixi.DisplayObject to fit the screen, in the current image the scale was between 1-2.

I tried it out with scale=1, but the result was the same.

 

 

I could work around this issue, by using 2 textures, and do a custom tilingsprite, but I think it would be nicer to use the pixijs one.

 

It would be important for me to fix this issue.

post-6323-0-58990300-1393537920_thumb.pn

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I want to make my game scaleable to any resolution. The integer scale is not enough.

I will try to the following.

On resize, and gamestart event

  1. create a new rendertexture with the necessery width-height.
  2. I put the original texture in a temp sprite
  3. scale it to the required value
  4. render the sprite on the rendertexture
  5. put the rendertexture in to the tilingsprite.

Since the rendertexture's scale will be 1 the tilingsprite will render it correctly on the screen.

 

This could be a garbage collectors wet dream, but : 

I will restrict to max 1 resize / sec, since every resize about 5 rendertexture have to be (one for each tilingsprite) created/dropped.

 

Does this makes sense?

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