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  LibGDX TileRenderer Blur/distort/tear (vsync)  (Read 2421 times)
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Offline dime26

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Should traffic wardens be armed?


« Posted 2013-04-10 11:22:08 »

Using latest LibGDX to render a tilemap, map is very small and tilesets are tiny.

Tilemap renders ok, I move the camera about and most of the time it is smooth. Sometimes though I get a horizontal line across the map, its like a tear across the screen or the VSync is failing/off.

When I record the screen or print screen it the tear does not appear on the image so I cannot show you how it looks.

Is this likely to be an issue with Java or the Graphics Card?

If you need more information to help me please let me know, the code is very standard TileMap rendering, followed LibGDX example and checked about efficient render/culling.

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Offline dime26

Senior Member


Medals: 2
Projects: 3
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Should traffic wardens be armed?


« Reply #1 - Posted 2013-04-10 14:45:13 »

http://www.reddit.com/r/gamedev/comments/1avtc5/awful_screen_tearing_in_libgdx/

I think my answer lies here:

Double Rendering
CPU Sync
texture.setFilter(Filter.Nearest, Filter.Nearest);

Bad Logic Said:

config.useCPUSynch = false;
config.vSyncEnabled = true;

CPU synch is on by default, which can result in tearing. It's the default because hardware vsynch is not supported everywhere in windowed mode.

If that doesn't help, check your texture filters.

Also they replied

See my last sentence: check your texture filters, play around with linear/nearest. If you use a texture atlas, enable border pixel duplication.


Similar Thread:

http://www.java-gaming.org/topics/solved-white-lines-tearing/27958/view.html
Offline dime26

Senior Member


Medals: 2
Projects: 3
Exp: 5 years


Should traffic wardens be armed?


« Reply #2 - Posted 2013-04-10 17:04:50 »

One last thing:

Packfile

Changed:

filter: Nearest,Nearest

to

filter: Linear, Nearest

http://www.badlogicgames.com/wordpress/?p=1403
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