Re: Digest for cocos-discuss@googlegroups.com - 2 Messages in 1 Topic

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Jason Spittel

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Mar 20, 2013, 11:53:01 PM3/20/13
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Hi Claudio,

Thanks for your help as always. First attachment is a screen shot of the cattleskull (the white and black thing) down on the right side of the screen showing artifacts.

And the second attachment is the actual PNG that's used.


On 20 March 2013 00:37, <cocos-...@googlegroups.com> wrote:

Group: http://groups.google.com/group/cocos-discuss/topics

    Jason <theni...@gmail.com> Mar 19 01:49PM -0700  

    I'm making a game with PNGs ( .png for those searching). And I get weird
    artifacts when it's in game. What do I need to check/set to fix this? Is it
    a limitation on using PNGs in sprites? Should I be using some other format?

     

    claudio canepa <ccan...@gmail.com> Mar 19 07:49PM -0300  


    > I'm making a game with PNGs ( .png for those searching). And I get weird
    > artifacts when it's in game. What do I need to check/set to fix this? Is it
    > a limitation on using PNGs in sprites? Should I be using some other format?
     
    png should be fine.
     
    Can you post a screenshot to see how it looks ? ( in cocos ctrl S takes a
    snapshoot and saves as a .png in the app current working directory)
     
    If the artifact is something like a halo or border and the image has areas
    fully transparent it can be similar to the cases mentioned in
    http://thread.gmane.org/gmane.comp.python.pyglet.user/4884/focus=4886
    and also discussed in
    http://article.gmane.org/gmane.comp.python.pyglet.user/3333

     

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screenshot-1363837827.png
cattleskull.png

claudio canepa

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Mar 21, 2013, 1:56:02 AM3/21/13
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On Thu, Mar 21, 2013 at 12:53 AM, Jason Spittel <theni...@gmail.com> wrote:
Hi Claudio,

Thanks for your help as always. First attachment is a screen shot of the cattleskull (the white and black thing) down on the right side of the screen showing artifacts.

And the second attachment is the actual PNG that's used.




The grey borders close to the skull are interpolation artifacts, and the explanation and possible workarounds can be seen in the two threads I cited previously.

The short grey vertical line up and left from the left horn is probably a bleeding from another texture in the same atlas, you can see by example
or google 
    pyglet atlas transparent border


Jason Spittel

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Mar 21, 2013, 3:00:50 PM3/21/13
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Ah, so I have to access the textures directly from the image and then adjust them so they are half a pixel away from the.. Hrm. I think I'm getting lost here.

I have a cocos Sprite, I initialize it with an image. Then i set the position of the Sprite. Ok, I understand that.

What do I need to read to go from that level of understanding to messing around with texture coordinates? Sorry for being obtuse.


On 21 March 2013 01:52, <cocos-...@googlegroups.com> wrote:


    Hi Claudio,
     
    Thanks for your help as always. First attachment is a screen shot of the
    cattleskull (the white and black thing) down on the right side of the
    screen showing artifacts.
     
    And the second attachment is the actual PNG that's used.
     
     

     



      > cattleskull (the white and black thing) down on the right side of the
      > screen showing artifacts.
       
      > And the second attachment is the actual PNG that's used.
       
      The grey borders close to the skull are interpolation artifacts, and the
      explanation and possible workarounds can be seen in the two threads I cited
      previously.
       
      The short grey vertical line up and left from the left horn is probably a
      bleeding from another texture in the same atlas, you can see by example
      http://groups.google.com/group/pyglet-users/browse_thread/thread/3bd2c1064904e3be/f65e7aaeeb9eb6b1
      or google
      pyglet atlas transparent border

       

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