In my single surface system, I can't seem to get it pixel perfect. To all intents and purposes it is the correct size but the left hand side of a quad tends to fade to black.
When two identical quads are placed side by side, this results in a visible gap between them, which I don't want.
At the minute I've used a get-around by making the quads slightly longer on the horizontal - one pixel each side. This removes the fade but means a slightly elongated texture on the quad. For the most part this is invisible, yet the perfectionist in me isn't happy.
Is there anything I can do?
When two identical quads are placed side by side, this results in a visible gap between them, which I don't want.
At the minute I've used a get-around by making the quads slightly longer on the horizontal - one pixel each side. This removes the fade but means a slightly elongated texture on the quad. For the most part this is invisible, yet the perfectionist in me isn't happy.
Is there anything I can do?
Function E2_drawSprite(this.sprite, xpos#, ypos#, xscale#, yscale#, angle#, alpha#) ;get x and y distances from centre angle = 360-angle xdist# = (((this\width))/2.0)*xscale ydist# = (((this\height))/2.0)*yscale ;rotate each vertex in turn x1# = (xdist*-1) * Cos(angle) - ydist * Sin(angle) - 1 y1# = (xdist*-1) * Sin(angle) + ydist * Cos(angle) x2# = xdist * Cos(angle) - ydist * Sin(angle) + 1 y2# = xdist * Sin(angle) + ydist * Cos(angle) x3# = xdist * Cos(angle) + ydist * Sin(angle) + 1 y3# = xdist * Sin(angle) - ydist * Cos(angle) x4# = (xdist*-1) * Cos(angle) + ydist * Sin(angle) - 1 y4# = (xdist*-1) * Sin(angle) - ydist * Cos(angle) ;create the four vertices as part of the quad. v1 = AddVertex(mainSurface, xpos+x1, ypos+y1, 0, this\u1, this\v1) v2 = AddVertex(mainSurface, xpos+x2, ypos+y2, 0, this\u2, this\v1) v3 = AddVertex(mainSurface, xpos+x3, ypos+y3, 0, this\u2, this\v2) v4 = AddVertex(mainSurface, xpos+x4, ypos+y4, 0, this\u1, this\v2) VertexColor mainSurface, v1, 255, 255, 255, alpha VertexColor mainSurface, v2, 255, 255, 255, alpha VertexColor mainSurface, v3, 255, 255, 255, alpha VertexColor mainSurface, v4, 255, 255, 255, alpha ;add two triangles t1 = AddTriangle(mainSurface, v1, v2, v4) t2 = AddTriangle(mainSurface, v2, v3, v4) End Function