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Author Topic: Artifacts on diced sprites when scaled  (Read 3274 times)

hosepha

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Artifacts on diced sprites when scaled
« on: January 20, 2015, 08:45:42 pm »
Hi,

I've got a large image in a sprite collection and i'm using dicing to bring down the atlas size. The sprite is scaled from 0 to full size on screen. At the full size it works fine, when scaled down lots of artifacts become visible. I've attached an image for reference.

Using high values in padding seems to fix it. I'm just wondering if this is expected?

Hope this isn't repeating other posts, I couldn't see any...

Thanks,

unikronsoftware

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Re: Artifacts on diced sprites when scaled
« Reply #1 on: January 20, 2015, 09:47:56 pm »
Thats expected. When the image is not diced, its continuous - dicing breaks up continuity, hence when scaling down its scaling each of these parts in isolation. Downscale enough and the edge pixels will blend with the surrounding ones - adding padding will delay that. If you scale it down to 0, it is inevitable you'll get a lot of texture bleeding at some point, no way around this (unless you use point filtering at which point the whole thing looks blocky)

hosepha

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Re: Artifacts on diced sprites when scaled
« Reply #2 on: January 21, 2015, 12:35:28 am »
Okay that makes sense, thanks!