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When you setup a scene with high scale (where a difference of 0.1 is visible), some primitives have a small value added that distorts the position. Examples:
I think a scale like that is very reasonable, given some people recommend 1 unit = 1 m (depending on your world). However, the code was probably written assuming 1 unit = 1 pixel.
Maybe this is a duplicate of #776 but I wanted to know if anybody knows the reason why we add 0.1. I can create a PR to remove those, but they were probably added for a reason :)
The text was updated successfully, but these errors were encountered:
I don't like hardcoded offsets as well :'( But there is definitely some reason for this, although I haven't played with 2D recently. Let's discuss first this in #776 for h2d.Graphics and see if it can be resolved for the sample I posted there, and then we can apply the same reasoning to SpriteBatch
When you setup a scene with high scale (where a difference of
0.1
is visible), some primitives have a small value added that distorts the position. Examples:heaps/h2d/SpriteBatch.hx
Line 403 in 2215e97
heaps/h2d/Graphics.hx
Lines 563 to 564 in 8f7f439
I think a scale like that is very reasonable, given some people recommend 1 unit = 1 m (depending on your world). However, the code was probably written assuming 1 unit = 1 pixel.
Maybe this is a duplicate of #776 but I wanted to know if anybody knows the reason why we add
0.1
. I can create a PR to remove those, but they were probably added for a reason :)The text was updated successfully, but these errors were encountered: