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Having trouble importing a very primitive map without tileset #199
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Thanks for sharing the source code, I ran it and got expected results. What happens if you run the examples in this repo? What about the examples in |
I've managed to fixed it by using a proper tileset/atlas, instead of IntGrid colors. |
By expected results, I mean that it looked correct on my machine. IntGrid color rendering is implemented very differently to normal tile layers so it's not too surprising that there'd be some issues on some machines. A single white image is generated and treated as a single-tile tileset, and the colors are adjusted from there using I wonder what part of that solution is breaking for you here. Maybe a plain tilemap rendered with |
What are your specs, OS, and have you updated your graphics drivers recently? |
I'm on Linux, with:
It's an old card with a legacy driver. It's still weird that this happens though. I've played a few games in this machine and I have yet to see any problems with it. I'm also having problem with my character sprite sometimes looking weirdly corrupted, but it's usually gone the next time I launch the binary (without rebuilding). I still have yet to test the release build though, I wonder if it would yield different results. |
EDIT: I think this is an upstream issue: bevyengine/bevy#4053 Getting the corruption again, this time it's not going away: |
I'm trying to import an extremely simple LDtk map. There's just one integer grid layer with one grid value and an entity layer with two entities. No tilesets or anything, just plain colors. But it's just not importing correctly:
Here's the repo: https://github.com/mydumpfire/ldtk_topdown
It's just a ~50-line
main.rs
. The map is inassets/topdown.ldtk
. Any help will be appreciated.The text was updated successfully, but these errors were encountered: