In JME3, when a texture is loaded from an image, it stretches it to the size of the quad I put it on. But it also blurs it, and I don't want this (I'm making Minecraft style graphics), so how can I stop it?
Also, I think it might have to do something with com.jme3.texture.Texture.MinFilter.
Okay, so I found the answer. You want to set the texture's MagFilter to Texture.MagFilter.Nearest; by default its Texture.MagFilter.Bilinear and that's what's causing the blurring. Cool.
Related
I am making a simple platformer with a tile-based map. However, when the camera moves there is white flickering which I think occurs along the tile boundaries, but it is hard to tell because they flicker quickly.
What I have tried:
adding padding to my Tileset. I have 4px padding around each tile, so it's not image bleeding.
setting the TextureFilter to nearest. It was never on anything else, so Linear wasn't the culprit.
Casting the camera position to an int. While this doesn't fix the flickering it also makes my camera jerky, so this is the worst possible solution.
Setting config.useCPUSync to false and config.vSync to true. While I have set vSync to true I can't set CPUSync to false because, as far as I am aware, this is no longer an option. I get a compile time error when I try.
I am just displaying the map by calling TiledMapRendere.render(), so I don't know if the padding from my Tileset or my Nearest TextureFilter are actually being applied correctly, but that is the only possible issue in my rendering process I can think of.
Any other ideas?
Edit:
So I tried rendering manually and I learned a few things.
Even if I cast every coordinate for each tile to an int and every coordinate in the camera, there is still flickering, so that is defiantly not the answer. However, I then set the TextureFilter on each tile to Linear and that DID solve the flickering, but I don't like how the textures look so it's not really a solution.
This took me forever to figure out: everywhere else I looked gave the solutions I tried above.
What I eventually did is extruded the outer pixels by 1 the same way I would have if I expected there to be blur. I think this worked because when the tiles were scaled, the application sometimes had to choose whether to use the outer pixel or a transparent pixel (my margins) and chose a transparent pixel. So now, the margin around each tile is just another pixel of the same color, so if it chooses that pixel it looks the same to us.
In LibGDX, I am currently trying to achieve the effect of a pixellated GUI, meaning the buttons are pixellated, like an 8-bit theme.
When I make my GUI elements, such as a TextButton, I am using images that are small, say 34x16 pixels, but I am rendering them on a large resolution like 1920x1080. What is the best way to render such a small image at a high resolution?
My thoughts were to use stage.setViewport(WIDTH,HEIGHT), and set the width and height to a scaled down resolution, so the gui elements wouldn't be so big. This works, however when adding elements things go wrong.
This my stage/table currently, using a scaled down resolution. I am adding widgets using to the table like this:
table.add(playButton);
table.row();
table.add(title);
but as you can see, the table.row() makes a row that is much too large, perhaps a row fit for a larger resolution. Is there any way to change the gap that is made by the row? I would have thought that the gap would be zero, and by using table.add().pad() you could change the gap, but I am not doing any of that.
Any help would be greatly appreciated.
Ninepatch
This is a common issue in all apps. To overcome this, images which can be safely resized in parts are used. they are called ninepatches.
Here is a nice Tutorial about using them in libgdx.
Distance Field Fonts
Although you haven't mentioned it here, you'd also find font sizing (pixellated fonts) as an issue. For that Distance Field Fonts are used.
Hope this helps.
I would say don't worry about scaling them up and making the virtual resolution bigger. If you want to see picture still pixelated when you scale it use Texture filter. For your case you want to use Nearest filter. use it like this:
yourTexture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
where yourTexture is the texture that you have all your bitmaps and skin elements on. If you are using texturePacker than you can specify the filter before packing too. Or just open the .pack file and on the top you will see filtering options, and edit those to Nearest.
I'm making a 2D Java program with LWJGL and its OpenGL. It uses LWJGL's display.
I would like one image to show above the second image on screen, but it's blocked out, I assume by default. Does LWJGL have a setting so that the image has 'priority' over the background, so that it sends the image in front of it?
OpenGL has no concept of "priority" in the way you mean. If there is no depth testing (or other testing), then what you see is in the order you gave it to OpenGL. So if you want something to appear on top of something else, it is up to you to draw it after what it should appear on top of.
I'm developing 2D Side Scroll Android Game, using AndEngine.
I have problem with tiles quality.
If I will use DEFAULT texture option, for my texture congaing tiles, it doesn't look perfect, contours ARE NOT smooth, etc:
DEFAULT Texture options, uses such OPEN GL parameters:
new TextureOptions(GL10.GL_NEAREST, GL10.GL_NEAREST, GL10.GL_CLAMP_TO_EDGE, GL10.GL_CLAMP_TO_EDGE, GL10.GL_MODULATE, true);
But lately I realized, that if I will use such parameters (similar to BILINEAR parameters, except last one)
new TextureOptions(GL10.GL_LINEAR, GL10.GL_LINEAR, GL10.GL_CLAMP_TO_EDGE, GL10.GL_CLAMP_TO_EDGE, GL10.GL_MODULATE, true)
graphic looks smooth (i would say perfect, check image below)
Everything would be perfect, but while moving camera (Camera is chasing player) there are visible contours of those sprites, like for example on this screen:
I have been trying to use different OPEN GL parameters, but with no luck. I would be grateful for some help. With DEFAULT texture option, such problem doesn't exist, but quality is bad. Thanks.
Ps: I have been trying to cast integer on my setCenter method inside camera, but with no luck, some people were saying it should help, but it didn't.
This occurs because the function that is used for smoothing out the textures uses pixels that are outside of the pictures on the Texture Atlas. These are black by default so the pixels on the edges are poisoned by the black area outside.
I have temporarily fixed the issue by extending the picture an all sides by 1px and putting there a copy of the adjacent 1px line from the picture. Then I set my TextureRegion to contain only the middle of the picture with the padding being outside. The results are probably not perfect but the lines are no longer noticeable.
I have seen someone on the AndEngine forums say that in the newest version the problem is fixed, so you may try updating.
I'm developing Side Scroll 2D Game, using AndEngine
I'm using their SVG extension (I'm using vector graphic)
But I discovered strange and ugly effect, while moving my player (while camera is chasing player exactly, means while camera is changing its position)
Images of my sprites looks just different, they are like blurred or there is effect like those images would be moving (not changing their possition, just jittery effect, really hard to explain and call this effect properly) Hopefully this image may explain it a bit:
Its more or less, how does it look in the game, where:
a) "FIRST" image is showing square, while player is moving (CAMERA isn't) image looks as it should
b) "SECOND" the same image, but with this strange effect "which looks like image moving/blurring during camera moving [chasing player])
Friend of mine told me that it might be hardware problem:
"the blurring that you notice is actually a hardware problem. Some phones "smooth" the content on the screen to give a nicer feel to applications. I don't know if it's the screen or the graphics processor, but it doesn't occur on my wife's Samsung Captivate. It happens on my Atrix and Xoom though. It's really noticable on the Xoom due to the large screen size."
But seems there is way to prevent it, since I have tested many similar games, where camera is chasing player, and I could not notice such effect.
Is there a way to turn this off in code?
I'm grateful for previous answers, unfortunately, still problem exist.
Till now, I have tried:
casting (int) on setCenter method which is being executed on updateChaseEntity
testing game using PNG images, instead of SVG extension and vector graphic
different TextureOptions
hardwareAcceleration
If someone have different idea, what may cause this strange effect, I would be really grateful for help - thank you.
Some devices (Xperia Play) bleed everywhere when trying to draw things that are moving quickly. For example a red icon on the application list leaves a blur behind it. You could try hardwareAcceleration in the manifest (on and off) to see if it makes a difference.
You'd probably get the same effect if you weren't using svg
When your player's just going to the right and camera begins chasing him, all other sprites except player are moving to the left. Try to print the absolute coordinates of your "blurring" sprite (or some of its anchor points) to the log. The X-coord of sprite should be decreasing linearly. If you notice it's increasing some times, it could be a reason of blur.
Hope this will help.
It sounds like it's due to the camera moving in real increments, making the SVG components rest on non-integer bounds, and the SVG renderer making anti-aliasing come into effect to demonstrate this. Try moving the camera in integer increments by casting camera values to int.
I'm not familiar with this engine but I wonder why would you use vector graphics for pixelated art style. I'll be surprised if your character in the screenshot is really a vector art... maybe it's texture imported in SVG? I attempted back in the day to use flash a few times and I was making the same mistake... I'm not saying it's not possible but it's not intended to create pixel art with flash or any other vector software. There is a reason why most flash games have similar look.
Best way to debug it, is try a different looking sprite.
Maybe it is just the slow response time of your device display.
I'm also an Andengine developer, and never seen such behavior.
Sometimes you fix jittering using FixedStepEngine, it might help.
If you can post your code maybe we can better help you.