Sprite - Load image from url blurs image

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  • <img src="http://dl.dropbox.com/u/59009902/login_background.png" border="0" /> on top you can see original file, on the bottom you can see print screen from the game, where the fila was loaded to a sprite using the "load image from url" action. firefox and chrome behaves the same.

  • Are you sure it's not using sub-pixel positioning with linear sampling enabled? Try setting pixel rounding on and point sampling in project properties, does it still happen?

  • Are you sure it's not using sub-pixel positioning

    sprite is positioned at 0,0 with origin at 0,0 it has the same size in game as the jpeg being loaded.

    with linear sampling enabled? Try setting pixel rounding on and point sampling in project properties, does it still happen?

    pixel rounding is on, when changed to point sampling it looks even worse. sharper, but messed up. BUT when I turn off webgl it looks great, just like original, so I believe it has something to do with webgl rendering in browser :(

    i'll try and create a capx to demonstrate this...

  • http://dl.dropbox.com/u/59009902/load_image_from_url.capx

    if you turn off webgl in project properties, the sprite looks fine, if you turn it on again, it's blurry.

    hope that helps.

    cheers!

  • Oops, you're right - it turns out the WebGL renderer accidentally marks the image as for tiling so does some power-of-two stretching. Should be fixed in the next build.

  • Oops, you're right - it turns out the WebGL renderer accidentally marks the image as for tiling so does some power-of-two stretching. Should be fixed in the next build.great, thanks. also, I don't know why, but sometimes, at random, it does not seem do this kind of stuff and renders image perfectly. I have no idea, why though. anywai, i believe it doesn't matter anyway if it's going to be fixed.

    thanks again.

  • Excellent!!! I was having the same problem, and it was driving me crazy.. turning off WebGL worked perfectly.

    Thank you!!!

  • its good if its gonna be fixed but Im willin to bet it was happenin to begin with cause the image loaded wasnt a power of 2 and webgl uses textures not just images

  • its good if its gonna be fixed but Im willin to bet it was happenin to begin with cause the image loaded wasnt a power of 2 and webgl uses textures not just images

    good call, good bet, 1024x512 look great and sharp (original was 800x480)

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  • You will not need to use a power-of-two texture after r100 is released. The power-of-two texture limitation only applies to tiled background, and the bug was Sprite accidentally set the texture to be tiled.

  • You will not need to use a power-of-two texture after r100 is released. The power-of-two texture limitation only applies to tiled background, and the bug was Sprite accidentally set the texture to be tiled.

    yes I got that, but since r100 is not yet released, the power of two solution works :)

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