Comments (2)
I debugged this a bit on my side, and it seems to be related to the size of the image. The tiles are supposed to be 32x32 but the entire image is not divisible by 32 and it seems like the engine doesn't properly scale the tiles accordingly. Does that make sense? When I resize the image to a multiple of 32 then it looks better although the proportions are a bit skewed and there are gaps (e.g. left side of stairs).
from engo.
I was now able to get a workaround it by cropping the tile set. I looked closer at how Tiled handles it and they do the cropping automatically, should Engo do it as well? Attached are the view of the tileset in Tiled and the original PNG with a 32x32 grid on top of it(see how there are incomplete tiles on the bottom and right). I now cropped the image and that fixed it, but maybe we can improve the TMX handling here a bit and mimic how Tiled is doing it. If you point me in the direction then I can file a PR for it.
In-game render with the cropped tileset:
from engo.
Related Issues (20)
- Determine the screen resolution of an application HOT 2
- gl package vs pure Vulkan rendering
- Get Font Via URL
- Export current frame in the Animation Component
- Update isometric demo to use tiles of different sizes
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- shader
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- Cannot Compile on m1 mac HOT 3
- Release v1.0.7 appears to be tagged incorrectly HOT 1
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from engo.