Posted: 16th Oct 2011 15:00
Hello, I am not sure if this is a bug or not, it seems so, but there could be a way round it I have not thought of. I am getting an edge around my sprites when using the setviewzoom command. Has anyone else had this problem? I include a screenshot and a quick video demonstrating the issue. I am using a 64x32 tile for the floor, as it is a test to do an isometric style game.


Posted: 18th Oct 2011 2:16
I am not familiar with the code you are using, but that looks fine to me. The view zoom has the power to zoom in and out of your sprites, and when the sprites are not enough to fill the screen you will see the background. Maybe provide some simple code and media in a zip so we can run it and see if the reproducible is a bug or not.
Posted: 18th Oct 2011 2:45
If you have smooth alpha on the edges of the tiles the last row of pixels on every tile may not extend enough at full color to meet up with the next sprite? Not sure what else could be causing it.
Posted: 18th Oct 2011 5:54
Here is a small demo of the problem in action.
Posted: 18th Oct 2011 10:39
Hi DVader,

Try adding the following two lines after your setscreenresolution :

SetDefaultMagFilter( 0 )
SetDefaultMinFilter( 0 )

Cheers
Posted: 18th Oct 2011 21:25
Ah that's much better! There is the odd pixel or 2 still popping up as it scales, but I can live with that. Thanks pedrolbs! If I could change the backdrop colour, it would be even less noticeable. Besides putting a large orange sprite behind all the tiles, I'm not sure theres a way to change the backdrops colour as of yet?
Posted: 20th Oct 2011 13:34
I'm not sure theres a way to change the backdrops colour as of yet?


EnableClearColor and SetClearColor are your friends
Posted: 21st Oct 2011 3:46
Nice 3d environment