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Rendering artifacts on edge of rope netting sprite #1014
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Seems like this can be fixed by disabling MSAA. |
Disable MSAA when in pixel art mode. It seems to add artifacts with texture sampling. Example: fishfolk/jumpy#1014
I think the shrink/shift thing is basically unavoidable with nearest-neighbor filtering unless we make sure we constrain zooms to a specific increment of physical pixels. There are some related thoughts here: katharostech/bevy_retrograde#51 |
Right that makes sense regarding zoom levels, probably not something we want to change. |
Re-enabling msaa as I think the shimmering seems worse. The artifact here does rarely show up without AA, so changing that doesn't seem like the fix anyway. |
There's a possibility this could be related to texture atlas bleeding like forbjok/bevy_simple_tilemap#4 (comment), but I'm not sure. It's a problem that's plagued me and even Bevy: bevyengine/bevy#1949 I did figure out how to fix it, but this might be a different issue. It kind of lines up, though, because the bleeding issue tended to depend a lot of drivers/random nuances. |
That definitely seems like a potential cause - glad you have done some digging on this in the past. Maybe we take a dive on this after we make rendering changes in bones, might be easier to troubleshoot and experiment with the shaders / render pipeline settings a bit less deep in engine. |
Disable MSAA when in pixel art mode. It seems to add artifacts with texture sampling. Example: fishfolk/jumpy#1014
Description
I have been seeing some thin black lines to the left of the rope netting. Might be related to texture sampling settings, or maybe with atlas?
EDIT:
It seems bevy defaults to nearest sampling which seems right. It seems to flicker in and out as camera moves, wonder if we have mip maps and if that would help.
To Reproduce
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Expected Behavior
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Additional Context
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Log Messages
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