Replies: 3 comments 1 reply
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Hmmmm... I decided to compile and run the Axmol cpp tests. I can see it happening on the tests as well, like the actions test. When actions are run on the three sprites, and they move quickly, they have a screen tearing effect occasionally. |
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It doesn't seem to do it on the iOS simulator as far as I can tell.... doing more testing |
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I found the fix after searching all day: #1684 It looks like you have to change vsync = true in the engine's GLViewImpl.cpp which worked for me. But a better way is to edit the AppDelegate, and after you set the glContextAttrs, add the below code.
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I am making a MacOS application with Axmol 2.1.4. I have an issue with unwanted "screen tearing effect" when moving a node. It was originally happening on a parallax node and I thought it had to do with large images on it, but I stripped it down to just the very basic c++ new Hello World project and added code in the update to move the Axmol logo using the keys and it has the issue as well.
Any ideas? This is how I am moving the node.
`void MainScene::update(float delta)
{
Vec2 newPosition;
// Move the camera based on arrow key presses when not in test mode
Vec2 moveDirection(0, 0);
float moveSpeed = 200.0f * delta; // Adjust speed as needed, scaled by delta time
if (_isLeftPressed)
moveDirection.x += moveSpeed;
if (_isRightPressed)
moveDirection.x -= moveSpeed;
if (_isUpPressed)
moveDirection.y -= moveSpeed;
if (_isDownPressed)
moveDirection.y += moveSpeed;
}`
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