You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When camera moves continuously(for example, moved by the position of mouse cursor), any sprite or colorrect start glitching obviously.
Currently, My way to fix this is use a "pre-rendered" soft edge rect, with several pixels of blur edge. (It performs like below)
I am curious if any one can make "build-in linear render" possible.
Steps to reproduce
Here is the "pre-rendered" sprite:
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
This is expected, as rects are drawn without antialiasing. This makes them perfectly crisp without any blurriness, but it means that they'll appear to jitter when they slowly move. You need to draw rects with antialiasing if you want them to be able to move with subpixel movement. This is possible since 4.3 thanks to #84523.
ColorRect node currently doesn't expose this form of antialiasing, so you'll have to use the _draw_rect() method instead. Alternatively, you can enable MSAA 2D in the Project Settings to have all rects be antialiased (including Sprite and ColorRect).
Sprite can't expose this form of antialiasing as it's meant to draw a texture, not a single color. 2D MSAA will affect its edges though.
This is expected, as rects are drawn without antialiasing. This makes them perfectly crisp without any blurriness, but it means that they'll appear to jitter when they slowly move. You need to draw rects with antialiasing if you want them to be able to move with subpixel movement. This is possible since 4.3 thanks to #84523.
ColorRect node currently doesn't expose this form of antialiasing, so you'll have to use the _draw_rect() method instead. Alternatively, you can enable MSAA 2D in the Project Settings to have all rects be antialiased (including Sprite and ColorRect).
Sprite can't expose this form of antialiasing as it's meant to draw a texture, not a single color. 2D MSAA will affect its edges though.
Great.
I believe the optimal solution is to enable antialiasing for those nodes, similar to "StyleBoxFlat". Relying on pre-rendered sprites is an unorthodox method.
Using MSAA 2D is beneficial, but it consumes a significant amount of performance.
Tested versions
Reproducible in 4.2.2
System information
Godot v4.2.2.rc (2fdeeea) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-14900KF (32 Threads)
Issue description
When camera moves continuously(for example, moved by the position of mouse cursor), any sprite or colorrect start glitching obviously.
Currently, My way to fix this is use a "pre-rendered" soft edge rect, with several pixels of blur edge. (It performs like below)
I am curious if any one can make "build-in linear render" possible.
Steps to reproduce
Here is the "pre-rendered" sprite:
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: