Game Development Community

scrollers iTGB 1.3.1

by Henry Shilling · in iTorque 2D · 04/26/2010 (12:39 pm) · 7 replies

all of my scrollers are 50% whitespace, they are power of two, I even tried making 512*512 square and still 50% whitespace. Anyone tell me what I am doing wrong? Do they have to be an absolute size or something?

#1
04/26/2010 (1:26 pm)
Thats odd. Looks like you are doing everything right. I am using scrollers of size 256x256 and 512x512 and there are no white spaces. My game is currently using 1.3beta. I'll test it on 1.3.1 later today.
#2
04/26/2010 (7:34 pm)
the 1.3 beta and 1.3 release are way different, it seems that 1.3 has issues, cannot load or save tilemaps or particles, scroller issues. Sadly my game which I am converting from TorqueX is built on levels with scrollers, and a space level made from tilemaps.

I may have to step back which is really too bad since the 1.3 release is by my tests much more efficient than 1.2 or the the 1.3 beta.
#3
04/26/2010 (8:24 pm)
1.3 beta is not the beta for 1.3 actually.
Its 1.2 + fixes + instable

The real 1.3 then was done with some pretty deep changes by LUMA (I would expect basing on 1.2), while the 1.3 beta was done by GG by someone inhouse.

but yes at the time the serialization is messed up.


henry: if you have the files already in the appropriate format they will work. alternatively you can use the 1.2 editor to build tilemaps and particle effects to get them working.
#4
04/26/2010 (9:28 pm)
I have worked around everything else, this one looks like something that is over my head. Particles are bad news anyway so I use animations, replace the tilemap with a stretched image, it's space game ;)

EDIT: Fixed it, looked at the code, tried to figure out whats going on. Click off the filter pad checkbox in the image builder.

woot!


#5
04/26/2010 (11:42 pm)
@Henry - Glad you figured it out.

@Marc - Your itgb knowledge is always helpful. Thanks.
#6
04/28/2010 (7:23 pm)
OK so what does filter pad do? What if any is it's purpose?
#7
04/29/2010 (3:26 am)
Check the original Torque2D docs included with the engine. Its all there.

Quote:
"“filterPad”

Now that you've seen the filter-modes, it's time to introduce a potential problem with using the "smooth" filter-mode. Due to the way that the GPU calculates the "smooth" (bilinear) filter, it has a tendency to sample neighbor pixels. "

"this flag that allows you to instruct TGB to achieve "padding" of border pixels to remove the artifact"


img406.imageshack.us/img406/7552/screenshot176n.jpg