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Messages - LogicStuff

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Graphics / Re: Blurred tiles when moving
« on: August 04, 2015, 07:53:27 pm »
What driver setting do you have in mind? I have AMD Radeon HD 6670 on my desktop with few years old BenQ GL 2450 monitor. I've also tested it on my laptop with ATI Mobility Radeon HD 3650 and seen the blur, not so much, because the monitor gives slightly less amount of blue, but the webs and the white strip on TNTs got darker... On the desktop, the saplings were most disturbing. I don't know, I'm going to try another computers I have handy.

2
Graphics / SSCCE
« on: August 04, 2015, 11:46:15 am »
The example in a few lines of code, executable attached (built under debug, dynamically linked to system, window and graphics DLLs).

3
Graphics / Re: Blurred tiles when moving
« on: August 04, 2015, 09:51:01 am »
Despite the quality, the video pretty much represents what I'm seeing on a monitor. That shadow on top of each tile is caused by compression though. The thing I was trying to capture is that when moving, it all fades into blue and becomes darker.

4
Graphics / Re: Blurred tiles when moving
« on: August 04, 2015, 12:21:05 am »
2. No, I'm not.
3. Doesn't matter if I walk just in integer coordinates or round the floats, same effect.
4. I was using the default view (640x480) in the example, but I can also zoom to nice multiples - 160x120, 320x240 and 1280x960.

I'll work then on SSCCE, if that works fine, I'll be shocked.

5
Graphics / Blurred tiles when moving
« on: August 03, 2015, 11:01:27 pm »
Hello again, this time I come with an unpleasant blurring I've been experiencing since the beginning of making my 2D game. I have V-sync enabled and I'm sure not rendering every other frame without tiles.

It looks ugly and can be seen the best when walking/stopping, mostly on tiles with transparent background. The web tiles also kind of oscillate. What's going on here?

6
Thanks, that solves it! BTW, is there any original thread about that "Tile Edging" and other possible solutions?

7
Hi, I've been making a tile-based 2D Game to pass time and bumped into one problem which is very obscure to me. The code has already maybe thousand lines so I won't be able to post it all here (I could give you the whole VS2013 solution though).

The behavior:
Before I've fixed that diagonal movement doesn't simply sum the horizontal and vertical movement, but divides these movements by square root of two, it worked just fine (the player was always having integral coordinates.
 
Now, when the coordinates are real numbers, as I move the player on the scene, sometimes I find a sensitive spot. If I manage to stay on one of these spots and not walk past it, all the tiles are not rendered properly - their texture rectangles appear to be shifted although I checked that they're fine. When I didn't focus the view on the sprite, I hadn't had this effect. From this, I deduced that this must be some problem with the sf::RenderTarget::draw that draws the tiles(sprites, I've also tried vertex array, but same thing).

(Look in the attachments)
Finally, here are some relevant parts to help your imagination:

TileSet class holds the texture of tiles and the vector of Tile class, which has sprite pointing to that texture:
// TileSet
class TileSet
{
        DECLARE_IMPL // my macro for declaring the struct for pimpl idiom

public:
        class Tile;
        using TileVec = std::vector<Tile>;

        // Tile
        class Tile
        {
                DECLARE_IMPL

        public:
                Tile(sf::Sprite const& sprite = sf::Sprite());

                Tile(Tile const&);
                ~Tile();
                Tile &operator=(Tile const&);

                // Get sprite
                sf::Sprite const& sprite() const;
        };

        TileSet(std::string const& filepath, uint tileSize);

        TileSet(TileSet const&);
        ~TileSet();
        TileSet &operator=(TileSet const&);

        // Load
        // Return true on success
        bool load(std::string const& filepath, uint tileSize);

        // Get tiles
        TileVec const& tiles() const;

        // Get tileSize
        uint tileSize() const;

        // Get texture
        sf::Texture const& texture() const;
};

// Impl
struct TileSet::Impl
{
        TileVec tiles_;
        uint tileSize_;
        sf::Texture texture_;
};
 

The TileSet::load function looks like this:
// Load
// Return true on success
bool TileSet::load(std::string const& filepath, uint tileSize)
{
        if(!impl_->texture_.loadFromFile(filepath))
                return false;

        uint tilecount_x = impl_->texture_.getSize().x / tileSize;
        uint tilecount_y = impl_->texture_.getSize().y / tileSize;

        impl_->tiles_.resize(tilecount_x * tilecount_y);

        for(uint y = 0; y < tilecount_y; ++y)
                for(uint x = 0; x < tilecount_x; ++x)
                        impl_->tiles_[tilecount_x * y + x] = Tile(sf::Sprite(impl_->texture_,
                                sf::IntRect(x * tileSize, y * tileSize, tileSize, tileSize)));

        impl_->tileSize_ = tileSize;
        return true;
}

TileMap class does the rendering:
// TileMap
class TileMap : public sf::Drawable, public sf::NonCopyable
{
        DECLARE_IMPL

public:
        using TileVec = std::vector<std::vector<Tile>>;

        TileMap();
        TileMap(std::shared_ptr<TileSet> const& tileSet);

        ~TileMap();

        // Draw
        virtual void draw(sf::RenderTarget &target, sf::RenderStates states) const override;

        // Get tiles
        TileVec &tiles();
        TileVec const& tiles() const;

        // Return width
        uint width() const;

        // Return height
        uint height() const;

        // Get tileSet
        Auxl::ThreadSafeReturn<std::shared_ptr<TileSet>> tileSet() const;

        // Set tiles
        void setTiles(TileVec const& tiles);

        // Set tileSet
        void setTileSet(std::shared_ptr<TileSet> const& tileSet);
};

// Impl
struct TileMap::Impl
{
        Impl(std::shared_ptr<TileSet> const& tileSet = nullptr);

        TileVec tiles_;
        std::shared_ptr<TileSet> tileSet_;
};
 

The TileMap::draw function:
// Draw
void TileMap::draw(sf::RenderTarget &target, sf::RenderStates states) const
{
        if(impl_->tileSet_->tiles().empty())
                return;

        sf::Vector2f topLeft            = target.getView().getCenter() - target.getView().getSize() / 2.0f;
        sf::Vector2f bottomRight        = topLeft + target.getView().getSize();

        int start_x = topLeft.x         / impl_->tileSet_->tileSize();
        int start_y = topLeft.y         / impl_->tileSet_->tileSize();
        float end_x = bottomRight.x     / impl_->tileSet_->tileSize();
        float end_y = bottomRight.y     / impl_->tileSet_->tileSize();

        if(start_x < 0)
                start_x = 0;

        if(start_y < 0)
                start_y = 0;

        if(end_y > static_cast<int>(impl_->tiles_.size()))
                end_y = impl_->tiles_.size();

        for(uint y = start_y; y < end_y; ++y)
        {
                float current_end_x = end_x;

                if(current_end_x > impl_->tiles_[y].size())
                        current_end_x = impl_->tiles_[y].size();

                for(uint x = start_x; x < current_end_x; ++x)
                {
                        int tile_id = impl_->tiles_[y][x].id();

                        if(tile_id != Tile::ID_EMPTY)
                        {
                                sf::Sprite sprite = impl_->tileSet_->tiles()[tile_id].sprite();
                                sprite.setPosition(
                                        x * impl_->tileSet_->tileSize(),
                                        y * impl_->tileSet_->tileSize());
                                target.draw(sprite, states);
                        }
                }
        }
}

Now, this is where I'm drawing the player (white square) moving the view:
// Render
virtual void render(
        Object const& object,
        sf::RenderTarget &target,
        sf::RenderStates states) const override
{
        sf::View view = target.getView();
        view.setCenter(bodyComponent_->x() + bodyComponent_->width() / 2.0f,
                                   bodyComponent_->y() + bodyComponent_->height() / 2.0f);
        target.setView(view);
        sf::RectangleShape rect(
                sf::Vector2f(bodyComponent_->width(), bodyComponent_->height()));
        rect.move(bodyComponent_->x(), bodyComponent_->y());
        target.draw(rect, states);
}

Below, you can see an example of the effect, along with the tile set, where you can see that the tile's texture isn't right in its place but contains a bit of adjacent tile's texture.

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