Slick2D : Incorrect sub pixel rendering

Hello there. it’s a long while since i started searching cause and solution of this problem. That said, even searching on this forum, i couldn’t find anything. heck, i am struggling on even finding a definition of the problem! xD

So, let me explain. I got a game where the scene can be zoomed in/out.

so i scale the scene. and the sprites ( and all the things drawn with Graphics) go bananas.

here’s an example on a sprite placeholder for the floor tiles

and here’s the result when i render it, after i zoomed out

of course when the camera moves it’s even more horrible T_T

the problem happens with both i methods i know to scale images/things into slick2d:

-g.scale(f1,f2) on the rendering block;
-calculating position and size of the game entities relative to the zooming value ( we used this because we did not know about the g.scale feature);

i hoped the problem was caused by our code, but since even the first method causes the same problem, i am clueless :\

yes, i already tried to disable/enable vSynch. yes, i already tried enabling/disabling anti aliasing. and yes, i even tried setFilter(Image.FILTER_NEAREST).

i would even be ok with knowing the definition of this glitch, if it has any :stuck_out_tongue: thank you for your patience on reading this and eventually freeing me from the frustration of this problem :smiley:

In this problem, setFilter(Image.FILTER_NEAREST) is exactly the opposite of what you want.
Try setFilter(Image.FILTER_LINEAR) on the MIN filter (do not know how this is done in slick2D).
Also, look into mipmapping.

thank you! i searched on the internet about mipmapping (and also joined the lwjgl irc channel :3) and now i solved the problem :smiley: though now i discovered that i also have tile bleeding issuses. however i think i should be able to find a solution for that by myself :3 thank you again.