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Tilemap texture bleeding #98
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Could you upload a screenshot of the issue please? |
Is it definitely texture bleeding? Are the tiles next to something with those colours in the tile sheet? I've had a look at the changes to the int casts and I can't see what could have caused texture bleeding like this. Could you try adding back some of the casts in FlxTilemap and see if you can isolate which lines are causing the issue. Thanks |
Reporting back having done some testing. Lines 427 and 428 of FlxTilemap class, drawTilemap(...) method. Any idea on how to fix this? More details: |
That's odd, I can't see how those lines would cause this bleeding. They determine the position to draw the tile on screen, but not the tile region itself. I can only think of two things to try at the moment: In the pack file for your spritesheet, near the top there should be line that starts If it only happens on android but not desktop, it sounds like it could be a bug in the libgdx android implementation. Could you try updating to the latest libgdx nightly and see if that fixes it? We haven't updated in a while so you might have to make a couple of changes but hopefully nothing major. |
I'm experiencing some texture bleeding with tile maps that I can't seem to get rid off.
One thing I'm trying to test is to add double padding to the tilesheet, as I've been reading is a proper solution, but the problem is that the padding/margin I add on Tiled is not being interpreted by the FlxTilemap loader and I'm not being able to modify it to take it into account.
This problem occurs after the update to the last commit d8d2808 with changes I suggested of removing int casts. On issue #30 I was wondering why those explicit casts where there... this might be the answer (as this problem didn't occur before the update)
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