OpenGL 2D Rasterization Sub-Pixel Translations

Posted by Armin Ronacher on Game Development See other posts from Game Development or by Armin Ronacher
Published on 2011-04-13T08:05:08Z Indexed on 2013/10/18 4:16 UTC
Read the original article Hit count: 278

Filed under:
|

I have a tile based 2D engine where the projection matrix is an orthographic view of the world without any scaling applied. Thus: one pixel texture is drawn on the screen in the same size.

That all works well and looks nice but if the camera makes a sub-pixel movement small lines appear between the tiles. I can tell you in advance what does not fix the problem:

  • GL_NEAREST texture interpolation
  • GL_CLAMP_TO_EDGE

What does “fix” the problem is anchoring the camera to the nearest pixel instead of doing a sub-pixel translation. I can live with that, but the camera movement becomes jerky. Any ideas how to fix that problem without resorting to the rounding trick I do currently?

© Game Development or respective owner

Related posts about opengl

Related posts about 2d