Graphics problems with zoom feature

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Post » Tue Sep 30, 2008 5:18 am

I figured this might be better off in it's own thread, so here goes:

I am trying to use zoom to enlarge the window size of my low res game, with odd results. This is the second project I have started and have had this problem with.

Here is the game as seen at it's normal resolution of 320 x 240:


And then, with the app window set to 640 x 480 and a 200% zoom applied to the level:


It looks like a problem with the tiling background showing a single pixel line too much, but there's also a really weird diagonal line of messed up pixels if you can spot it. (It helps if you zoom in. It's in the dirt tiles on the higher platform.)

Any ideas? Could this be a bug with construct? Thanks ahead of time for the help.
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Post » Tue Sep 30, 2008 6:45 am

Yeah, I still get this too. I found the bug report I posted back in February:

http://sourceforge.net/tracker/index.ph ... id=1003219

Looks like it's still open.

Edit: Those .caps no longer work under the current build, but the problem still exists.
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Post » Tue Sep 30, 2008 10:20 am

Can you post a .cap file reproducing this?

I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.
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Post » Tue Sep 30, 2008 12:25 pm

[quote="Ashley":6dkim4pn]Can you post a .cap file reproducing this?

I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.[/quote:6dkim4pn]

Okay, it turns out that I did need to update my graphics card drivers, so I updated, but that didn't help any. It's still happening.

http://www.fileshack.us/get_file.php?id ... glitch.cap

Instructions in the .cap. I even made a circles around the areas where the tiles separate, so you know exactly where to look.

After you run it, try zooming the layer and you'll see that the effect gets even worse. That is, if you're able to reproduce it at all.
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Post » Tue Sep 30, 2008 4:46 pm

in a tech demo i did for a class, i tried allowing zoom out to see more of the field. but it would make my particles dissappear.
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Post » Tue Sep 30, 2008 6:03 pm

Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.
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Post » Tue Sep 30, 2008 6:41 pm

[quote="Ashley":2mx8l3yz]Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.[/quote:2mx8l3yz]
i can't easily check because that code is long gone, but i was indeed using many tiled background objects so that could definitely be related. my problem was a bit different than the OP though.
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Post » Tue Sep 30, 2008 7:34 pm

[quote="Ashley":252lyorg]Can you post a .cap file reproducing this?

I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.[/quote:252lyorg]

Deadeye already posted a cap file but here is mine, anyways:

[url:252lyorg]http://www.perryhome.com/nathan/construct/tiledbackgroundglitch.cap[/url:252lyorg]

Right click -> Save as.. please

I think the effect in my game is way more prevalent than in deadeye's, so hopefully this will help you.

My graphics card is an ATI Radeon HD 4850, and I updated my graphics drivers two days ago.

[quote="Ashely":252lyorg]Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.[/quote:252lyorg]

It looks to me like it is messing up specifically where separate tiled background objects are touching eachother.
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Post » Tue Sep 30, 2008 11:24 pm

[quote="Ashley":2lbxs5qx]Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.[/quote:2lbxs5qx]

Not just at the boundary between sprites and bg tiles, no... the edges of the bg tile objects themselves are just where the problem is most visible. If you have a bg tile all on it's own you might notice that it's sort of shifting around inside it's bounding box by about 1px. At least, I have.

In the .caps I posted with the bug report (the ones that no longer work), the tiles were much smaller and you could see the entire tile shifting up and down (or left and right) much easier. It's like it can't render sub-pixel increments the same way as sprites or something so it's moving the contents to the next whole pixel. I think. I'm not super techy but that's what it appears to be doing to me.

Edit:
Hehe, conflicting reports itt... We've just teamed up to confuse the hell out of you Ash :P . I guess it all just boils down to "Background Tiles are broke and uh... yeah" :lol:
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Post » Sat Oct 11, 2008 3:52 am

So... is this being checked?
Also, I've noticed that this glitch doesn't happen if the sampling is set to Point.
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