Comments (4)
Please attach your skin.
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o2def2 (Saerdna).zip
here is my skin
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Isolated to a framework-level issue:
(white-texture.png is literally just a 512x512 block of white pixels).
code
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osuTK;
namespace osu.Framework.Tests.Visual.Containers
{
public partial class TestSceneSpriteLayout : FrameworkTestScene
{
[Resolved]
private TextureStore textures { get; set; } = null!;
[Test]
public void TestFillFlowContainer()
{
AddStep("add", () => Child = new FillFlowContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
Scale = new Vector2(2f),
Children = new[]
{
new Sprite
{
Texture = textures.Get("white-texture.png"),
},
new Sprite
{
Texture = textures.Get("white-texture.png"),
},
}
});
}
}
}
Interestingly, this only happens with image-backed Sprite
s. It cannot be reproduced with Box
sprites, or generally the white-pixel texture.
from osu.
After a period of investigation, it appears that the gaps are caused by the texture shader sampling beyond the texture's bounds, leaving a black/gray pixel between keys. Using WrapMode.ClampToEdge
works around the issue.
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