I'm not seeing gaps, but these hacks are causing me to see seams of
saturation for transparent backgrounds. Are they needed anywhere?
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@@ -342,8 +342,8 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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m_fTilesStartY = s.GetUnzoomedHeight() / 2;
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m_fTilesStartY = s.GetUnzoomedHeight() / 2;
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m_fTilesSpacingX = s.GetUnzoomedWidth();
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m_fTilesSpacingX = s.GetUnzoomedWidth();
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m_fTilesSpacingY = s.GetUnzoomedHeight();
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m_fTilesSpacingY = s.GetUnzoomedHeight();
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m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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// m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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// m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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for( int x=0; x<m_iNumTilesWide; x++ )
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for( int x=0; x<m_iNumTilesWide; x++ )
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{
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{
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for( int y=0; y<m_iNumTilesHigh; y++ )
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for( int y=0; y<m_iNumTilesHigh; y++ )
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@@ -565,12 +565,12 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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if( m_fTilesSpacingX == -1 )
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if( m_fTilesSpacingX == -1 )
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{
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{
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m_fTilesSpacingX = m_Sprites.back()->GetUnzoomedWidth();
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m_fTilesSpacingX = m_Sprites.back()->GetUnzoomedWidth();
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m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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// m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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}
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}
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if( m_fTilesSpacingY == -1 )
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if( m_fTilesSpacingY == -1 )
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{
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{
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m_fTilesSpacingY = m_Sprites.back()->GetUnzoomedHeight();
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m_fTilesSpacingY = m_Sprites.back()->GetUnzoomedHeight();
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m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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// m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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}
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}
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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