Tiny slice of tilemap disappears at bottom or right edge of screen
by Ryan Allan · in Torque Game Builder · 04/29/2010 (9:56 pm) · 4 replies
UPDATE: SCROLL DOWN FOR SCREENSHOTS AND A BETTER DESCRIPTION OF THE PROBLEM
I have been trying various settings to fix this problem and reading tutorials and combing the forums for the better part of two weeks, and I'm stumped:
I have a project with several tilelayers. The background is a blue sky, and extends all the way to the edges of the screen, even when the player moves to the bottom or right most world boundary.
However, some of my other tilelayers (i.e. the ground tilelayer that is on top of the sky, layerwise) seem to be missing their bottom or rightmost 1 pixel when the tilelayer extends past the bottom or right edge of the screen. This problem does not happen at the top or left edges of the screen.
I cannot for the life of me build a tilelayer whose image extends all the way to the window's right or bottom most edge (there is always a 1-pixel strip missing).
Has anyone else encountered this problem? I'm losing my mind over here.
I have been trying various settings to fix this problem and reading tutorials and combing the forums for the better part of two weeks, and I'm stumped:
I have a project with several tilelayers. The background is a blue sky, and extends all the way to the edges of the screen, even when the player moves to the bottom or right most world boundary.
However, some of my other tilelayers (i.e. the ground tilelayer that is on top of the sky, layerwise) seem to be missing their bottom or rightmost 1 pixel when the tilelayer extends past the bottom or right edge of the screen. This problem does not happen at the top or left edges of the screen.
I cannot for the life of me build a tilelayer whose image extends all the way to the window's right or bottom most edge (there is always a 1-pixel strip missing).
Has anyone else encountered this problem? I'm losing my mind over here.
About the author
#2
I have a project with 800x600 design resolution, 150x100 camera size, a single tilelayer (tile size 4), and a player sprite with the camera mounted to him.
If I make the tilelayer size 400x300 and position it at 150/112.5, the problem does NOT occur. That is, the entire tilemap is displayed correctly even when the player is moving along the bottom edge of the world (player world limits: minx(-50), miny(-37.5), maxx(350), maxy(262.5))
However! if I make the tilelayer size 400x12 and position it at 150/256.5, a one-pixel strip of the tilelayer disappears along the bottom edge of the window when the player moves along the bottom edge of the world (in a 'flickering' fashion, where I can see the background behind the tilelayer, that is pure black, flickering many times per second).
Can anyone tell me what I am doing wrong?
04/30/2010 (6:16 pm)
The problem is not related to the number of tilelayers, rather it seems to be related to the size/position of the tilelayer.I have a project with 800x600 design resolution, 150x100 camera size, a single tilelayer (tile size 4), and a player sprite with the camera mounted to him.
If I make the tilelayer size 400x300 and position it at 150/112.5, the problem does NOT occur. That is, the entire tilemap is displayed correctly even when the player is moving along the bottom edge of the world (player world limits: minx(-50), miny(-37.5), maxx(350), maxy(262.5))
However! if I make the tilelayer size 400x12 and position it at 150/256.5, a one-pixel strip of the tilelayer disappears along the bottom edge of the window when the player moves along the bottom edge of the world (in a 'flickering' fashion, where I can see the background behind the tilelayer, that is pure black, flickering many times per second).
Can anyone tell me what I am doing wrong?
#3
After some tracking, it seems this bug only occurs at the bottom or rightmost world boundaries with tilelayers whose top edge is positioned below where the top of the screen is when the view is against a world boundary (PHEW!).
Put another way, with pictures:
When I build a scene like this, with two tilelayers (sky and ground)

the bottom of the window looks like this when the view window reaches the bottom of the world:

HOWEVER!
When I change the scene so that the top edge of the ground layer is positioned at lower than (bottom world boundary - camera height), like so:

then the bottom of the window looks like this when the view window reaches the bottom of the world. That single row missing from the ground tilelayer 'flickers' rapidly, showing what's behind it. I have tested this with just a single tilelayer and the same thing happens, I just added the blue sky for this post to better illustrate what's going on:

I suppose I can just make all my tilelayers much bigger than they need to be, with most of the tiles blank, but that seems like a waste of system resources for a game I'd like to keep accessible for as many old slow computers as possible.
Is this a bug, or am I missing something? If it's a bug, could it please get fixed?
05/01/2010 (3:21 pm)
UPDATE: this issue is confirmed to occur in 1.7.5After some tracking, it seems this bug only occurs at the bottom or rightmost world boundaries with tilelayers whose top edge is positioned below where the top of the screen is when the view is against a world boundary (PHEW!).
Put another way, with pictures:
When I build a scene like this, with two tilelayers (sky and ground)

the bottom of the window looks like this when the view window reaches the bottom of the world:

HOWEVER!
When I change the scene so that the top edge of the ground layer is positioned at lower than (bottom world boundary - camera height), like so:

then the bottom of the window looks like this when the view window reaches the bottom of the world. That single row missing from the ground tilelayer 'flickers' rapidly, showing what's behind it. I have tested this with just a single tilelayer and the same thing happens, I just added the blue sky for this post to better illustrate what's going on:

I suppose I can just make all my tilelayers much bigger than they need to be, with most of the tiles blank, but that seems like a waste of system resources for a game I'd like to keep accessible for as many old slow computers as possible.
Is this a bug, or am I missing something? If it's a bug, could it please get fixed?
#4
Would it be possible for you to send me a project with this happening? I haven't been able to reproduce this one yet for some reason.
05/11/2010 (2:41 pm)
@RyanWould it be possible for you to send me a project with this happening? I haven't been able to reproduce this one yet for some reason.
Torque Owner Kevin James