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Messages - Trigve

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16
Support / Re: Sprite distortion in pixel perfect setup
« on: October 01, 2014, 04:28:34 pm »
While trying to reproduce the described behaviour in the sample project, I've also updated the unity to 4.5.4 (from 4.5.3) and reimported the original project. After reimporting the project the issue is gone. So maybe there were some cached data that were doing something bad.

But the issue with DX9 I've described in the previous post (that the last line from the sprite is cut/anti-aliased(?)) still apply (it does also apply if I build the player, while in DX11 mode, and run the generated .exe).

I've sent you the project to the address you've provided.

Thank you

17
Support / Re: Sprite distortion in pixel perfect setup
« on: October 01, 2014, 12:03:19 pm »
Hi,
thanks for the quick reply. Yes I'm on the windows. I have tested it (on the launch break in the work) and in DX9 mode it is not doing it (sprite distortion), BUT there is another problem - the sprite is cut on the last bottom line of the pixels (this wasn't happening in DX11 mode). The openGL mode is behaving as DX11 mode.

I'll post you the sample project after the work.

Thank you

18
Support / Sprite distortion in pixel perfect setup
« on: October 01, 2014, 08:34:00 am »
Hi,
I have a scene with tk2dCamera with PixelsToUnit set to 1 (It was set to 100 but I changed it to the 1 to rule out floating-point precision errors). I have 12 frame animation with sprites which are NPOT and the dimensions of the each sprite could vary. Each sprite has anchor point set. The camera position is aligned to the pixel. The GO with the sprite animator is aligned to the pixel. If I start player, the one exact frame in the middle of the animation, is always "distorted". That is, it looks like it was stretched 1 pixel right. I can PM you some demo project so you can try it for yourself. If I set the position of the GO of the sprite to sub-pixel value, i.e. 0.5, then distortion doesn't occurs. I also see this distortion on this exact frame in the tk2d animation editor when playing/stepping the animation.

Also when viewing this single sprite in the tk2d sprite editor (or in the image editor like gimp) it looks ok.

It looks like some sub-pixel error somewhere but could not find where it cam from.

Thank you

19
Support / Per sprite pixels to unit
« on: April 17, 2014, 09:58:58 am »
Hi,
I'm evaluating the 2D toolkit (through documentation) and was curious how to setup the pixels to unit ration per sprite (as it is done in unity). That is I want to have some sprites to have some defined pixels to unit ratio and some other sprites to have some other pixels to unit ratio. I've found that on camera one can set pixels per meter but it looks like it is the global (and I want the per sprite; and not for meter but for units). It looks like the Sprite has the custom scale option which could work but I'm not sure.

It is possible to set pixels to unit per sprite basis?

Thank you

Trigve

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