Sprite tearing on 8800GTX

Blitz3D Forums/Blitz3D Programming/Sprite tearing on 8800GTX

Vorderman(Posted 2008) [#1]
Can anyone help me with the odd sprite tearing problem - I've posted in the bugs forum but I really need a quick bodge around if anyone knows one :

Some of the sprites parented to the camera suffer distortion or tearing when the camera is rotated, other are fine, yet all are identical -




GfK(Posted 2008) [#2]
Always better to put HUD overlays on a separate camera. That way you don't have to worry about rotating it. You then need a two-pass render. One for the main camera, and one for the HUD camera. The HUD Camera needs colour and z-buffer clearing disabled with CameraCLSMode.


Kryzon(Posted 2008) [#3]
Strangely as it is, this never happened to me, thorry.

Have you tried manually creating quads? do they show different results?


Rroff(Posted 2008) [#4]
I wouldn't use sprites at all - especially for this - they are slow and potentially error prone.


Mortiis(Posted 2008) [#5]
Use sprite candy


H. T. U.(Posted 2008) [#6]
Did you try my suggestion, has always worked for me.


Stu_ovine(Posted 2008) [#7]
I would suggest sprite candy but as HTU suggests, do a 2 pass render using a second camera.


SLotman(Posted 2008) [#8]
again:try changing camerazoom and camerarange values; it should fix it.

If not, just create quads manually, set their zorder to something like -1, set camera mode to 2D and render them. That's how I do it with icons/fonts/whatever, and it work really well, no need for a second camera (or a second render pass).


Vorderman(Posted 2008) [#9]
ok, i'll give that a try, thanks