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Jun 5, 2012 at 19:58 vote accept droidmachine
Jun 4, 2012 at 21:45 comment added droidmachine In this framework,using a TextureRegion is essential.I used clamptoedge and 499px instead of 500px and my problem solved now.But this framework is coded by a professional game programmer and i can't understand how i came across with this problem.Is this a general problem?
Jun 4, 2012 at 21:08 comment added Kevin Reid If you're using a region which is the entire size of the texture, then you are not using a texture atlas, by definition! In that case, bobenko's suggestion of using GL_REPEAT is correct; if that doesn't help then you are having some other problem which I haven't thought of the possibility of. I suggest you get some more interactive help.
Jun 4, 2012 at 20:09 comment added droidmachine So you mean if my texture's size is 500x122 then i set my TextureRegion 501x122,my problem will be solved.But with this solution my textures have 1px space on my phone also.So my problem was on my tablet but now it's also on my phone.
Jun 4, 2012 at 19:53 comment added Kevin Reid I took a look at the framework and it defines TextureRegions which are arbitrary sections of the texture. It is up to your game to specify texture regions which have enough margin in the texture to avoid this problem.
Jun 4, 2012 at 18:22 comment added droidmachine I think second and third is not my problem.Maybe i have a problem with your first suggestion.Here is my framework.Have you a suggestion for that?code.google.com/p/beginning-android-games/source/browse/…
Jun 4, 2012 at 2:39 history answered Kevin Reid CC BY-SA 3.0