@Stephen Lewis: Yup, I tried the “none” Trim mode, to no avail. I thought for sure it would work. The other image sheet format is for the older Sprite API, and wouldn’t work for the current one. Thanks again for the help though! I hope there’s just something I’m missing.
Hi David,
In my experience, and as Stephen is suggesting, the settings in TP can significantly effect the outcome, especially the trim settings. Can you post (or send to me) one of your image sheets that is causing issues, so I can test it locally in TP and see if I can get it to generate the proper frames? If you need to send this privately (for protection of your image assets) then please send it to brent (at) coronalabs (dot) com.
Thanks,
Brent
Hi David,
Thanks for the assets. I did some testing and confirmed that there is some bug between G1.0 and G2.0 in this respect (just the slightest “jitter” caused by a very very small stretch or compress of some frames. I’m checking into this further, but I’m not sure how high of a priority I can get from engineering. I know it’s not ideal, but if you are extremely close to getting your game up to G2.0 and this is a hold-up, could you just use all frames the same size? Or, if that results in image sheets that are too large for texture memory, could you divide it into two and make the animation sequence utilize both sheets?
Thanks,
Brent
Hi Brent,
Thanks a lot for looking into this! Nice to know that it’s an actual issue, and not something on my end. Regarding using all frames the same size, I thought about that and tested it, and ran into the same jitter problem, which was really surprising to me. Also, it would probably become a texture memory issue (I unfortunately use some really big image sheets, 4096x4096 for retina iPad). But thanks for the idea!
I decided to go ahead and try submitting my game’s update built with build 1262 (the last Graphics 1.0 build), and miraculously, it was approved! No XCode problem, and checking the I used IDFA for app installs seemed to do the trick on that front. I’m super relieved, but would of course love for the sprite issue to still be resolved.
Thanks again for your help!
- David
Updating our app to GFX2.0 and running into the same problem. +1 for a fix asap.
@dvboren: I haven’t tried it yet (I was able to get my game approved using Graphics 1.0), but according to Corona the problem is shader precision. If you force it to “highp”, it’s supposed to clear it up: http://docs.coronalabs.com/guide/basics/configSettings/#shader-precision
I’d love to know if it works for you! Good luck!
- David
David,
You rock! Thank you! The highp setting fixed the issue on both my app and the Doggins test app you attached above. One note for others that run into this – it works for the latest public build (2393a) but not for the previous public build (2189a).
Thanks again,
Dave
@dvboren: That’s great news! Hopefully my next submitted update can be using Graphics 2.0. Thanks for the info!