I am pretty sure I have seen a similar question around, but I can’t find it anymore. So anyway, I am trying to tile together a few images to create a backdrop for the game.
The background itself is 2500x1600, so I broke it down to 1024x1024 chunks where I can (or smaller for the leftover). I am using Sprite Manager to reduce the draw calls for the smaller chunks that can be combine in an atlas.
Using an orthographic camera of size 3 for a target height of 600 pixel, I then have 1 pixel = 0.01 unit. The larger chunk sizes are then 10.24 x 10.24. Everything makes sense, dimension wise, except I can see lines between the sprites:
I have made sure the PNG are imported with Point and no compression. The atlas building doesn’t allow trimming or padding and are of size 1024. They aren’t compressed either.
mmm…for me the Clamp + Point solution isn’t working. I think I have some floating errors when two planes are alined at runtime. I’m also using SpriteManager 1.0 to create the two planes since it’s a street.
Any idea?
At the moment I fixed the problem by having my tiles slightly offset on the Z axis and slightly stretched on the width so that they overlap a bit in order to not see the background color (which is ultimately what those lines are, there’s a floating point error that creates those gaps).
mmm…for me the Clamp + Point solution isn’t working. I think I have some floating errors when two planes are alined at runtime. I’m also using SpriteManager 1.0 to create the two planes since it’s a street.
Any idea?
At the moment I fixed the problem by having my tiles slightly offset on the Z axis and slightly stretched on the width so that they overlap a bit in order to not see the background color (which is ultimately what those lines are, there’s a floating point error that creates those gaps).
That and putting the Sprite Atlases filter modes to Point solved it. Thanks
– anon81407358Wow, that was a stupid necessity. Was driving me nuts because it happened every so often, yet on my latest build it was too noticeable... -_-
– m4a44What if this happens using SpriteRenderer and sprites instead of textures?
– GFernandes