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Question by radwan92 · Aug 26, 2014 at 10:40 PM · meshuvtile

Mesh flickering showing 1pixel high row from other tile

So my little problem which I'am not able to solve is this tile flickering. I have a little editor for tilemap creation in which you can add tile by tile (thus resizing mesh arrays). When you move camera ingame, sometimes you can spot flickering at the tiles borders (when tile is added it checks for nearby tiles and takes their vertices if possible, therefore flickering is probably not caused by gaps). After long investigation I found out that ,with camera at certain y coordinate points, (it's 2D with y-north, x-east) tiles, at their very top pixel row, have one-tile's-up-on-tileset-texture bottom pixel row, instead of it's own top pixel row (it's hard to explain, attached picture should help). At first I thought it was uv float precision problem, but after a while of debugging it seems that uv's are perfectly fine (for instance y coordinate of uv's of the "purple rounded" tile at the picture are 0.9375000 (bottom) and 1.0000000 (top)). First of all why does it happen only at certain camera positions? Also why only in y axis? What might be the cause? alt text At the picture you can see that purple tile "steals" row of pixels from the tile at the very bottom (If you look very closely you can see green pixels from the bottom tile's bushes. It happens to all the tiles, not only these from the top. Basically tile Y steals pixels from tile's Y + 1 bottom; if it's top tile it steals from the bottom one.). You can also see that after small camera movement stolen row gets back to normal. Another thing to notice is that it's one pixel high row on screen, not in tiles texure size (what I mean is that the row doesn't scale itself with camera zoom, while tile texture does - as you can see at the bottom left of the picture [thin white line between tiles]). Tileset is imported with filter mode Point. Any ideas?

flickering.jpg (349.6 kB)
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avatar image radwan92 · Aug 26, 2014 at 11:25 PM 0
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I have managed to find solution to this problem, though the cause is not yet known to me. In case anyone would come across this problem, it is called edge bleeding, and a very nice explanation how to solve this is presented here

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