{"action":"opened","issue":{"url":"https://api.github.com/repos/prime31/Nez/issues/142","repository_url":"https://api.github.com/repos/prime31/Nez","labels_url":"https://api.github.com/repos/prime31/Nez/issues/142/labels{/name}","comments_url":"https://api.github.com/repos/prime31/Nez/issues/142/comments","events_url":"https://api.github.com/repos/prime31/Nez/issues/142/events","html_url":"https://github.com/prime31/Nez/issues/142","id":187592586,"number":142,"title":"Moving camera causing flicker effect on low-res textures","user":{"login":"meowgoocat","id":11525148,"avatar_url":"https://avatars.githubusercontent.com/u/11525148?v=3","gravatar_id":"","url":"https://api.github.com/users/meowgoocat","html_url":"https://github.com/meowgoocat","followers_url":"https://api.github.com/users/meowgoocat/followers","following_url":"https://api.github.com/users/meowgoocat/following{/other_user}","gists_url":"https://api.github.com/users/meowgoocat/gists{/gist_id}","starred_url":"https://api.github.com/users/meowgoocat/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/meowgoocat/subscriptions","organizations_url":"https://api.github.com/users/meowgoocat/orgs","repos_url":"https://api.github.com/users/meowgoocat/repos","events_url":"https://api.github.com/users/meowgoocat/events{/privacy}","received_events_url":"https://api.github.com/users/meowgoocat/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-11-06T22:00:20Z","updated_at":"2016-11-06T22:00:20Z","closed_at":null,"body":"I've been bouncing around quite a bit so I'm not quite sure what the best way to tackle this is.  Basically, the issue is this:\r\n\r\nI import a tiled map with a very low-res tileset (roughly 32x32 pixels).  The game is isometric, so the movement is done at an unusual angle (16 X, 13 Y).  Due to this unusual ratio and the low-res art, there is a very distinct blurring/flickering effect when the screen scrolls on a follower camera.\r\n\r\nThis flickering effect is lowered or nonexistent under the following scenarios:\r\n- Much higher resolution tiles are used (512x512 pixels).  This works even if the same tiles that had the issue are scaled up with point scaling.\r\n- The movement angle is made to be a multiple of 45 degrees. (so cardinal directions, basically)\r\n- I go in and apply a hardcoded scale to every batcher.draw call to increase drawing size\r\n\r\nNow, obviously I can fix this by just scaling up my assets, but that's a ridiculous requirement that will significantly increase file size and load times.  Adding the scale to the draw calls introduces all sorts of bugs, particularly with positions and bounding boxes.  I feel like the solution should be in the camera or renderer, since this is entirely a rendering problem.\r\n\r\nIs there any way to fix this?"}}
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