[quote="Daiz":1r9mp5lm]Oh my god, round() did the trick. Everything works perfectly now!
Hehe, you're welcome
It seems to me that scrolling should automatically respect point filtering as well, though. There's not much reason to scroll at sub-pixel increments if your filter is set to point. Don't know how hard that would be to implement as a feature, though.
[quote="Daiz":1r9mp5lm]Except for my friend is still experiencing some weird rendering issues, like pictured below:http://img190.imageshack.us/img190/7717 ... eringw.png
Any idea what could cause it? Surely float X/Y position of the sprite shouldn't be an issue?[/quote:1r9mp5lm]
Not sure what the issue is there because I'm not sure what the sprite is supposed to look like normally. It could be something like your friend may need to update his graphics card drivers.
But if it's a matter of it going funny at the edges, and you want total compatibility with different kinds of graphics cards, then you should try leaving a 1px blank space around the outer edge of your sprite animation frames. I know, that's probably a lot of hassle at this point, but from here on out you can do this automatically when importing your sprite frames by holding Shift and clicking Crop in the image editor. Of course, there has to be a larger-than-1px space around your sprite already for the Shift+Crop trick to work