Graphic artifacts while using NSprites #8
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Most devs I've communicate with about using NSprites use Age-of-Sprites or at least NSprites-Foundation. Sometimes I receive messages from devs about really weird artifacts which happens differently. Maybe some of this issues was inside system's incorrect way of managing data and those are fixed today, but most of them don't. Here I want to list my and other devs experience of facing artifacts. What those artifacts looks like?The very common thing in all cases is that we see complete mess of sprite's properties. In most cases sprites get rendered with completely invalid properties like inverted UVs with huge scale and such properties don't exist on any sprite at all. What I think it might be
CasesConstantly glitch from @filod
From our discord conversation with @filod it appears to solve with enabling VSync in game view window. Glitch caused by opening random editor windowsThis happens only on with me. I see absolutely same thing as @filod but it happens sometimes when I open / close some editor windows and especially Profiler window. Also it happens if I disable systems through Systems window (also solved by VSync). Flickering in build from @nullmastermind (discord)video This error was fixed by any of two approaches
Also moving culling system to ConclusionIf your are one of this people or you have any ideas / details / anything to say then please share information with us! |
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Replies: 3 comments 1 reply
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My little research pointing that during schedule jobs in |
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I see such a message in console (not an error just a message) Can't find helpful information about this messages nor any wrong code. If anyone knows about it, pls comment. |
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It seems that graphic artifacts are related to used Graphics API, so I've described compatibility in this page on project's wiki |
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It seems that graphic artifacts are related to used Graphics API, so I've described compatibility in this page on project's wiki