Actually after some testing, it appears to be a camera issue. Once I disable moving the camera, the issue doesn't pop up. Only when moving the camera does it flicker with the the bleed through.
However, I do not understand as I am only using integers, so shouldn't this avoid any floating point issues? On Saturday, April 16, 2016 at 2:37:35 AM UTC-5, Charlie wrote: > > I have been testing my game in just one resolution for quite a while. > > Today I decided to change the resolution to something bigger to test out > and to support more resolutions and see how they behave. I began to notice > that tons of textures are bleeding through my tileset and animated > textures. Sometimes they disappear if I zoom in, or move the character, > sometimes they bleed on different sides, and sometimes the bleed disappears > entirely. > > I have googled a ton on this but can't find any resolution. So I have > checked the following: > *Mipmap issue*: Not using mipmapping > *Issue with filtering*: Changed pyglet to use GL_NEAREST not GL_LINEAR > for textures. Not using AA or other sampling. > *Texture coordinates are incorrect*: I am assuming pyglet's are correct > as I have not changed this. > *Set clamping*: Tried setting clamping in all of the places that set the > min/mag_filter. > *Camera is sampling floats*: I've made sure to force camera movement in 1 > pixel increments to make sure it doesn't get in-between a pixel. > > I have checked all of these and the issue still remains. What am I missing? > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
