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TileMap pixel snapping loses precision the further away from the origin you get. Near (0,0) coordinates the TileMap behaves perfectly, for the sake of exaggerating the effect, I've attached a minimal project at ~20,000 tiles from the origin in both x, y direction and the black lines become far more frequent both horizontally and vertically.
In my personal project the issue occurs at ~1,000 tiles from origin (I'm guessing due to the amount of layers/other sprites?, not sure).
The issue is still present even with pixel snapping enabled.
Pictures: Make sure you open at full resolution
Steps to reproduce
Make a TileMap
Make a Camera2D
Draw some tiles ~20,000 tiles away from the origin
Set camera position to those tiles
Add some WASD/Arrow key movement and camera zoom functions
Start project and move around and test different zoom functions
Tested versions
4.3
4.4-dev6
System information
Windows 11 - Godot 4.3
Issue description
TileMap pixel snapping loses precision the further away from the origin you get. Near (0,0) coordinates the TileMap behaves perfectly, for the sake of exaggerating the effect, I've attached a minimal project at ~20,000 tiles from the origin in both x, y direction and the black lines become far more frequent both horizontally and vertically.
In my personal project the issue occurs at ~1,000 tiles from origin (I'm guessing due to the amount of layers/other sprites?, not sure).
The issue is still present even with pixel snapping enabled.
Pictures: Make sure you open at full resolution
Steps to reproduce
Make a TileMap
Make a Camera2D
Draw some tiles ~20,000 tiles away from the origin
Set camera position to those tiles
Add some WASD/Arrow key movement and camera zoom functions
Start project and move around and test different zoom functions
Minimal reproduction project (MRP)
tilemap.zip
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