Hi!
I have a 2D engine (ortho mode and frustrum, does not matter) which tiles the screen with 32x32tiles, stored in 256x256 tileMap.
When the tiles are drawn, (this is a fast side scroller) the gap betwen the tiles can be seen, (fugly). The background is bright, tiles dark.
Also, the view is centred on the character, and when the character moves fast in one or other direction, (same sprite) I get this wierd
vertical scanline effect, depending on the speed of the charecter, the “scanlines” can be describes as fast moving highlighting lines. Or flicker.
Any ideas why this happens?
Every sprite is a quad.
THis is the GL init:
//Go into orthographic projection mode
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluOrtho2D(0.0f, (float)GAMEWIDTH, 0.0f, (float)GAMEHEIGHT);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glViewport(0, 0, GAMEWIDTH,GAMEHEIGHT);
//enable textures since we're going to use these for our sprites
GL11.glEnable(GL11.GL_TEXTURE_2D);
//disable the OpenGL depth test since we're rendering 2D graphics
GL11.glDisable(GL11.GL_DEPTH_TEST);
//Enable blending for OpenGL
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);