more parallax scrolling issues

I’ve got the scrolling based on player location working using map:setParallaxPosition()
However, when I scroll past a certain point in the x direction parts of the layers aren’t shown properly. I thought as first that it was related to the parallaxFactorX but the platform layer with parallaxbase also exhibits this issue.

It appears that layers are cut off after some point. The “ground” the character is on is a rectangular area on an object layer defined as a static object.

So the character will appear to walk over air when it moves past the cut off point. The map is a test map where I took the basicparallax map and widened it to 48 x 24 (32 pixel tiles) I expanded the tiles to fill the map on all layers.

[import]uid: 9035 topic_id: 9107 reply_id: 309107[/import]

You shouldn’t have to call map:setParallaxPosition() so I have probably make a mistake somewhere. The other issue may be related to culling. If possible could you send your project to support@justaddli.me so I can take a look at it? [import]uid: 5833 topic_id: 9107 reply_id: 33229[/import]

OK, maybe I’m doing it wrong then. I’ll zip up the project and send it to you when I have a chance. (at work right now)

It seemed that using that function made sense to have the map move when the player moved past certain thresholds. The idea is to only scroll the map when the player isn’t near the edge. (You’ll see what I mean when you see the code)
[import]uid: 9035 topic_id: 9107 reply_id: 33234[/import]

In case anyone else is readying this thread, the issue was resolved by turning off screen culling.

lime.disableScreenCulling()

Thanks again Graham. [import]uid: 9035 topic_id: 9107 reply_id: 33274[/import]

Oops yea forgot to update this post with the solution, thanks!

For anyone that is interested in the specifics, the screen culling does not take into account the positions of the layers in relation to the maps position as it was implemented under the then correct assumption that all the layers would be aligned. When there is native culling support I will be stripping the culling code from Lime anyway which will solve all these issues. [import]uid: 5833 topic_id: 9107 reply_id: 33278[/import]