6676
Support / Re: Couple of problems(rendering and flipping)
« on: February 14, 2012, 08:18:24 pm »
Hi,
Good to hear I'm not a target. Like most people, I prefer not being on anyones hitlist
Regarding the sprites oscillating - do you have point sampling turned on? You can often fix this issue by making sure your sprite is snapped to pixel increments.
The problem with flipped sprites is actually expected behaviour - what happens when a sprite is flipped is that its drawn the opposite way around. Unity then thinks the "front" of the sprite is actually on the opposite side to what is seen on screen. This is "fixable" by inverting all the polygons, but this is not foolproof - it will break when the sprite is flipped using the Unity transform widget. The "fix" also requires additional resources to store the inverted indices, and will increase the amount of data written - its far more efficient when it doesn't have to do it. I can advice on what to do to change it, but I recommend against doing that for code used in the game.
I can't explain the texture jumping to the first one though - is it possible to reproduce it? The fliipped value is simply a multiplier - it shouldn't affect what sprite is drawn in any way.
Cheers,
unikron
Good to hear I'm not a target. Like most people, I prefer not being on anyones hitlist
Regarding the sprites oscillating - do you have point sampling turned on? You can often fix this issue by making sure your sprite is snapped to pixel increments.
The problem with flipped sprites is actually expected behaviour - what happens when a sprite is flipped is that its drawn the opposite way around. Unity then thinks the "front" of the sprite is actually on the opposite side to what is seen on screen. This is "fixable" by inverting all the polygons, but this is not foolproof - it will break when the sprite is flipped using the Unity transform widget. The "fix" also requires additional resources to store the inverted indices, and will increase the amount of data written - its far more efficient when it doesn't have to do it. I can advice on what to do to change it, but I recommend against doing that for code used in the game.
I can't explain the texture jumping to the first one though - is it possible to reproduce it? The fliipped value is simply a multiplier - it shouldn't affect what sprite is drawn in any way.
Cheers,
unikron