When its translated in an integral value (1,2,3, etc....), there are no black lines in-between the tiles, it looks fine. But when it's translated to a non-integral (1.1, 1.5, 1.67), there are small blackish lines between each tile (I'm imagining that it's due to subpixel rendering, right?) ... and it doesn't look pretty =P
So... what should I do?
This is my image-loading code, by the way:
bool Image::load_opengl() {
this->id = 0;
glGenTextures(1, &this->id);
this->bind();
// Parameters... TODO: Should we change this?
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, this->size.x, this->size.y,
0, GL_BGRA, GL_UNSIGNED_BYTE, (void*) FreeImage_GetBits(this->data));
this->unbind();
return true;
}
I've also tried using:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
and:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Here is my image drawing code:
void Image::draw(Pos pos, CROP crop, SCALE scale) {
if (!this->loaded || this->id == 0) {
return;
}
// Start position & size
Pos s_p;
Pos s_s;
// End size
Pos e_s;
if (crop.active) {
s_p = crop.pos / this->size;
s_s = crop.size / this->size;
//debug("%f %f", s_s.x, s_s.y);
s_s = s_s + s_p;
s_s.clamp(1);
//debug("%f %f", s_s.x, s_s.y);
} else {
s_s = 1;
}
if (scale.active) {
e_s = scale.size;
} else if (crop.active) {
e_s = crop.size;
} else {
e_s = this->size;
}
// FIXME: Is this okay?
s_p.y = 1 - s_p.y;
s_s.y = 1 - s_s.y;
// TODO: Make this use VAO/VBO's!!
glPushMatrix();
glTranslate(pos.x, pos.y, 0);
this->bind();
glBegin(GL_QUADS);
glTexCoord2(s_p.x, s_p.y);
glVertex2(0, 0);
glTexCoord2(s_s.x, s_p.y);
glVertex2(e_s.x, 0);
glTexCoord2(s_s.x, s_s.y);
glVertex2(e_s.x, e_s.y);
glTexCoord2(s_p.x, s_s.y);
glVertex2(0, e_s.y);
glEnd();
this->unbind();
glPopMatrix();
}
OpenGL Initialization code:
void game__gl_init() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, config.window.size.x, config.window.size.y, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
Screenshots of the issue: