Thanks for the info Devon.  I'm using separate 8x8 pixel images for my
tileset though, so I don't think that's the issue.  It could be the
filtering when scaling up after resizing the window.  I'll see what
happens when I apply the different texture filtering.

On May 18, 2:07 pm, devon <[email protected]> wrote:
> 0.3.1 beta should have the changes.
>
> If the filtering is creating the grid, and you like it better non-
> filtered you can also turn off the filtering by applying something
> like this to all the textures you are using (all the sprite's texture
> members in the tilesheet):
>
> def texture_set_mag_filter_nearest( texture ):
>     glBindTexture( texture.target, texture.id )
>     glTexParameteri( texture.target, GL_TEXTURE_MAG_FILTER,
> GL_NEAREST )
>     glBindTexture( texture.target, 0 )
>
> The grid-like effect is probably because it's sampling adjacent tiles
> to interpolate the edges (if you're using a tilesheet as opposed to
> separate images), adding a 1-2px empty/alpha padding around tiles
> should solve that, but you will have to adjust the offsets in the
> tiles xml.
>
> On May 18, 12:42 pm, Dorkmaster Flek <[email protected]> wrote:
>
>
>
> > Ah, I'm using the 0.3.1 beta but I could give the SVN version a try.
> > I had initially tried a resizable window like you suggest before
> > attempting this whole viewport idea.  The problem I encountered there
> > was that when I resized the window, I would get this weird grid-like
> > effect around all my tiles.  In order to stop that, I used the
> > "do_not_scale" flag, but obviously then it doesn't scale at all.
> > Also, the viewport example can scale without actually filtering so it
> > looks purposely pixelated, which is also cool.
>
> > P.S. I just noticed you guys added a parallax argument to the
> > ScrollingLayer class in the 0.3.1 beta, which is awesome.  Granted,
> > it's really simple to do, but now I don't have to do it myself.  :)
>
> > On May 18, 1:10 pm, devon <[email protected]> wrote:
>
> > > Are you using the svn cocos or 0.3? There were some fixes to the
> > > scrolling manager in svn as well as some aspect ratio fixes when you
> > > resize the window.
>
> > > Also, I'm not entirely sure what you are trying to do. If you just
> > > want a low res pixel art game you can set the initial resolution low
> > > and it will stretch it to fill the screen when you go to fullscreen or
> > > resize the window.
>
> > > director.director.init( width=320, height=240, resizable=True )
>
> > > On May 18, 8:29 am, Dorkmaster Flek <[email protected]> wrote:
>
> > > > Actually, I tried to handle that by replacing the original height/
> > > > width in the director, and the scrolling manager rendered the correct
> > > > area of the tiled map, however it doesn't actually scroll correctly.
> > > > It behaves as if I started with a window of my target size, but I
> > > > resized the window to my screen size.  The view_h and view_w
> > > > properties of my scrolling manager are set to my target resolution
> > > > when it is initialized, so there must be something else deeper
> > > > inside.  I'll take a look around when I get home and see what I can
> > > > find; I'm at work right now.  It seems I'm on the right track, I just
> > > > need to get the scrolling manager working entirely with the target
> > > > resolution.
>
> > > > One other question though; The overriding of the director's on_draw
> > > > method seems ugly to me.  Is there a clean way to subclass the
> > > > director to make my adjustments in that fashion?  The issue being that
> > > > the director is already instantiated when you import the module.  If I
> > > > replace director.director with an instance of my subclass, will the
> > > > other modules pick it up?
>
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