Texture Sizes

Discussion and feedback on Construct 2

Post » Sun Jul 01, 2012 11:58 am

Not sure what's happening. Does turning off WebGL affect it on machines where the sprite looks blurry?
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Post » Sun Jul 01, 2012 8:29 pm

[QUOTE=Ashley] Not sure what's happening. Does turning off WebGL affect it on machines where the sprite looks blurry?[/QUOTE]

Turning off WebGL doesn't really help (doesn't change anything).

Also i might narrow the problem, it only happens on FullScreen Scale & Letterbox Scale
(which is a given since we scale those sprites up)

It's just weird how Chrome treats Sprite & TiledBackground differently
(where sprite looks blurrier and TiledBackground looks sharper)

Firefox doesn't have this problem though. (sprite/tiledbackground looks the same in firefox)


I recreate the project with a bigger sprite:


capx:
https://dl.dropbox.com/u/39382262/BUG/CircleTest.capx


And some web test (WebGL always ON):
Sampling: LINEAR - Fullscreen: OFF
https://dl.dropbox.com/u/39382262/Test/LinearOff/index.html

Sampling: LINEAR - Fullscreen: SCALE
https://dl.dropbox.com/u/39382262/Test/LinearScale/index.html

Sampling: POINT - Fullscreen: OFF
https://dl.dropbox.com/u/39382262/Test/PointOff/index.html

Sampling: POINT - Fullscreen: SCALE
https://dl.dropbox.com/u/39382262/Test/PointScale/index.html


don't worry too much about it Ashley, i guess it's just one of that browser quirk,
i'm just doing this test out of curiosity
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Post » Mon Jul 02, 2012 7:58 am

My results are invert.

Chrome has sprite showing as sharp and tiled background as blurry, same with firefox. I.E. is all blurry.

I am on nvidia 560m with latest stable driver. I will test on another pc tomorrow if I can.Greg2012-07-02 08:02:54
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Post » Thu Jul 05, 2012 6:48 pm

Sorry to bump the topic, but I figured it was better then making a new thread. In the latest beta release (r98) the log notes that texture sizes for tiled background objects need to be power of two, and gives the example of a 1:1 ratio image.

Can images be in a power of two with different height width ratios?

In my previous experience other engines allow us to use any height width ratio as long as it stays within a power of two.

For instance a 64x32 texture would be fine, but a 61x31 would cause issues.

Our engine at my last job had issues exporting to wii when the ratio was x<y but x>y in the ratio was fine (64x32 good, 32x64 bad) but this was only on the wii not on any other platforms. Also, images smaller than 16x16 had issues on 360, but taht was not much of a problem because of the power of the system using a smaller then 16x16 texture was unncessary in most cases.
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Post » Thu Jul 05, 2012 7:08 pm

Unfortunately not - they have to be square power-of-two. The problem is the lowest common denominator is mobile, which tend to have much more limited hardware, and get this limitation. This then "leaks" over to desktop machines, which don't have the limitation, because technologies like WebGL only support the lowest-common-denominator as well, specifically to maintain compatibility with mobile. So now your desktop machine using WebGL has to use a square power-of-two texture for good tiling, even though the hardware powering it is 99% likely to be able to tile any size texture perfectly. I tried to press the WebGL standards committee to add support for the desktop extension when it's available, but they didn't want to add it. I think it was mainly because WebGL is still relatively new, and they don't want to add features which don't work everywhere yet.
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