Notes: (1) The blurriness is only present when using a Camera2D. Is this a known phenomenon and if so, is it possible to prevent the blurriness on odd dimensions? I'm baffled at why certain SubViewport dimensions would affect the camera in this way. Note that the center is blurryĪnother example, with even smaller sizes to illustrate the blurriness When a dimension of my SubViewport is odd (like 100x95, 100x91 or 20x15) sprites seem to have a blur on them, as pictured in the center windows below. When the dimensions of my SubViewport (and SubviewportContainer) are even (like 100x100, 100x90 or 20x10) everything displays as expected, as pictured on the left and right windows below. The SubViewport has dimensions 100x100, the SubViewportContainer has dimensions 100x100 and scale 2x2, and the Camera2D is enabled. For context I have the node tree as pictured below and the project available for download here ( link). Hi all, I'm using a SubViewport in conjunction with a Camera2D, and the Camera2D is producing unexpected blurriness when a SubViewport dimension is odd. Poly Haven – CC0-licensed panorama skies.CC0 Textures ⋅ ⋅ Poly Haven – CC0-licensed PBR materials.Godot Shaders – Shaders specifically made for use in Godot Engine.Awesome Godot (curated list of Godot resources).Twitter Read before posting: Frequently Asked Questions Community Platforms Discord Contributors Chat Join the Godot Development Fund! Reference material.A community for discussion and support in development with the Godot game engine.
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