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		<title>cocos2d for iPhone &#187; Tag: flicker - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/flicker</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Thu, 09 Sep 2010 10:12:14 +0000</pubDate>
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			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>h.hamm on "Flicker Lines with TMX Tilesets"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8756#post-50686</link>
			<pubDate>Mon, 16 Aug 2010 12:06:24 +0000</pubDate>
			<dc:creator>h.hamm</dc:creator>
			<guid isPermaLink="false">50686@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;br /&#62;
I use TMX Tilemaps to draw a scene with 7 diffrent layers to get a nice parallax effect, but whats not so nice : the are flickering lines between the tiles. How to avoid them?&#60;br /&#62;
I tried to disable Subpixel rendering, but that would make it even worse.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>psi on "CCTileMapAtlas &#124; gaps &#124; artifacts &#124; black lines &#124; flicker &#124; v0.99.0rc"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4219#post-25289</link>
			<pubDate>Tue, 02 Feb 2010 17:02:11 +0000</pubDate>
			<dc:creator>psi</dc:creator>
			<guid isPermaLink="false">25289@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;The gap is back...&#60;/p&#62;
&#60;p&#62;After hours(!!) of fighting these pesky little black lines in my CCTilemapAtlas in the last release of cocos2d (0.9 beta2) I upgraded to the latest release (0.99 rc) yesterday and my beloved friends are back. *bitesHisTongue*&#60;/p&#62;
&#60;p&#62;I followed all the tips and tricks I could find:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;// 2D Projection:
[[CCDirector sharedDirector] setProjection:CCDirectorProjection2D];

// Alias textures
[myTilemap.texture setAliasTexParameters];

// Disable subpixel rendering in ccConfig.h
#define CC_COCOSNODE_RENDER_SUBPIXEL 0
#define CC_SPRITESHEET_RENDER_SUBPIXEL 0&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;With these tricks the gaps were gone in 0.9b2 but now they are back. I noticed it's again the subpixel rendering problem, as the black lines appear only if I use a CCMoveTo action, where I can not control the placement while the tilemap moves - or is this possible?! To clarify, I can place the tilemap at integer value coordinates - everything is fine (no gaps), but when moving around with an action those gaps show up again.&#60;/p&#62;
&#60;p&#62;The tip regarding the &#34;spritesheet-artifact-fixer.py&#34; did also not solve my problems. I got the same flicker but a ruined texture. IMHO it does not work. It just doubles border pixels which looks simply BAD if you have to use tiles that perfectly align by pixel.&#60;/p&#62;
&#60;p&#62;I really do not want to go back to 0.9b2 because the performance increased by 5-10 FPS for my game with the new release, so if anyone has another tip / trick to solve this problem I would be really grateful!&#60;/p&#62;
&#60;p&#62;Thanks in advance for any help,&#60;br /&#62;
Markus
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JohnnyFlash on "Scaled screen pop in iPhone 4 high-res"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7389#post-43309</link>
			<pubDate>Fri, 25 Jun 2010 01:10:50 +0000</pubDate>
			<dc:creator>JohnnyFlash</dc:creator>
			<guid isPermaLink="false">43309@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I am running into a weird scaling problem on the iPhone 4.&#60;/p&#62;
&#60;p&#62;The 1st scene seems to be initializing at scale 1 and then quickly changing to scale 2.&#60;/p&#62;
&#60;p&#62;Here are some screenshots:&#60;/p&#62;
&#60;p&#62;Bad start:&#60;br /&#62;
&#60;img src=&#34;http://www.jerryvision.net/pix/bad.png&#34; alt=&#34;&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Good after:&#60;br /&#62;
&#60;img src=&#34;http://www.jerryvision.net/pix/after.png&#34; alt=&#34;&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Any thoughts?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ChargeAhead on "Coco2d and UITabbarController integration."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7160#post-42005</link>
			<pubDate>Thu, 17 Jun 2010 09:25:25 +0000</pubDate>
			<dc:creator>ChargeAhead</dc:creator>
			<guid isPermaLink="false">42005@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I am very new to iphone development started 1.5 months ago.&#60;br /&#62;
I am getting the hang of normal iphone apps building gradually.&#60;br /&#62;
Then, I have a new project of developing games using coco2d engine.&#60;br /&#62;
My apps is suppose to be like normal iphone apps inside which small games developed using coco2d engine will be inserted.&#60;br /&#62;
( maybe by tab bar button click or some kind of user response that will direct to play the game )&#60;/p&#62;
&#60;p&#62;So I am wondering , integration is possible ?&#60;br /&#62;
I am not very much experience in developing apps. As far as I see , the application delegate is modified for coco2d to be launched currently.&#60;/p&#62;
&#60;p&#62;I just want to make sure whether it's feasible before I learn and research more to do my project.&#60;/p&#62;
&#60;p&#62;1. Is the integration is possible?&#60;br /&#62;
2. Any advise and tip  on it is available ?&#60;/p&#62;
&#60;p&#62;I am quite new to this forum also . Sorry if this has been asked before.&#60;br /&#62;
coco2d engine rocks!&#60;/p&#62;
&#60;p&#62;Thanks all.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>rigalr on "0.99rc : flicker with Default.png"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4452#post-26543</link>
			<pubDate>Sat, 13 Feb 2010 12:36:51 +0000</pubDate>
			<dc:creator>rigalr</dc:creator>
			<guid isPermaLink="false">26543@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I've migrated a project from 0.82 to 0.99rc.&#60;/p&#62;
&#60;p&#62;Im' using this code to prevent flickering with the default.png in 0.82 :&#60;/p&#62;
&#60;p&#62;// prevent flicker&#60;br /&#62;
	CCSprite *sprite = [[CCSprite spriteWithFile:@&#34;Default.png&#34;] retain];&#60;br /&#62;
	sprite.anchorPoint = CGPointZero;&#60;br /&#62;
	[[sprite texture] setAliasTexParameters];&#60;br /&#62;
	[sprite draw];&#60;br /&#62;
	[[[CCDirector sharedDirector] openGLView] swapBuffers];&#60;br /&#62;
	[sprite release];&#60;/p&#62;
&#60;p&#62;Everythig was ok in 0.82.&#60;/p&#62;
&#60;p&#62;But in 0.99rc, it seems to display a screen capture of the first scene, and not the default.png.&#60;/p&#62;
&#60;p&#62;any idea ?&#60;/p&#62;
&#60;p&#62;Régis
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sowbug on "Startup flicker"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4361#post-26050</link>
			<pubDate>Tue, 09 Feb 2010 04:28:58 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">26050@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I'm using 0.9-beta2. I backported from 0.99 the macros mentioned in &#60;a href=&#34;http://code.google.com/p/cocos2d-iphone/issues/detail?id=735&#34; rel=&#34;nofollow&#34;&#62;http://code.google.com/p/cocos2d-iphone/issues/detail?id=735&#60;/a&#62;. Here's what I have:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;CCSprite *sprite = [CCSprite spriteWithFile:@&#38;quot;Default.png&#38;quot;];
sprite.anchorPoint = CGPointZero;
CC_ENABLE_DEFAULT_GL_STATES();
[sprite draw];
CC_DISABLE_DEFAULT_GL_STATES();
[[[CCDirector sharedDirector] openGLView] swapBuffers];
[[CCDirector sharedDirector] runWithScene:scene];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Unfortunately, the flicker between Default.png and the intro scene is pretty noticeable on both my devices (old iPhone, iPhone 3GS). The [self mainloop] hack in Director didn't work. Anyone have any ideas of other ways to solve this problem?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Decept on "Flicker between sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2654#post-16497</link>
			<pubDate>Mon, 26 Oct 2009 11:52:08 +0000</pubDate>
			<dc:creator>Decept</dc:creator>
			<guid isPermaLink="false">16497@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I have several fullscreen (480x320) sprites positioned exactly next to each other. When the game scrolls horizontally over these sprites I get a flickering black vertical line between the sprites. I searched around on the forum and found several threads about similar problems. But nothing I have tried has fixed the issue.&#60;br /&#62;
I use regular sprites and not atlas sprites. I have set 2D projection. I have tried to add 0.5f to the position.&#60;br /&#62;
I'm using Cocos2d 0.8.2.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>parsa28 on "Flickering TMXTiledMap, whether anti-aliased or not"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2380#post-14931</link>
			<pubDate>Fri, 09 Oct 2009 20:30:20 +0000</pubDate>
			<dc:creator>parsa28</dc:creator>
			<guid isPermaLink="false">14931@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello there,&#60;br /&#62;
I'm adding a TMXTiledMap like this:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;TMXTiledMap *map = [TMXTiledMap tiledMapWithTMXFile:@&#38;quot;Level1.tmx&#38;quot;];

		for( TMXLayer* child in [map children] ) {
			[[child texture] setAntiAliasTexParameters];
		}

		voidNode = [ParallaxNode node];
		[voidNode addChild:map z:0 parallaxRatio:ccp(0.0f,1.0f) positionOffset:CGPointZero];
		id goUp = [MoveBy actionWithDuration:1 position:ccp(0,-150)];
		[voidNode runAction:goUp];
		[self addChild:voidNode];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Where &#34;Level1.tmx&#34; is a 480x1600 pixels tilemap made with Tiled (16x16 tiles). The spritesheet is a normal 256x256 png file (I've tried putting blocks with no margin and space, and also with different values of margin and space, so I've tried them both).&#60;/p&#62;
&#60;p&#62;The problem: if I use the anti-aliasing code, I get tiny black lines flickering between tiles which are both horizontal and vertical. And if I don't use anti-aliasing, there'll be long horizontal lines flickering over the whole map which are of course because of being aliased.&#60;/p&#62;
&#60;p&#62;p.s. the whole screen is filled with tiles so there are a lot of them, not like the demos with long distance between tiles.&#60;/p&#62;
&#60;p&#62;Thanks for your time,&#60;br /&#62;
Parsa
&#60;/p&#62;</description>
		</item>
		<item>
			<title>igalic on "Black rectangles / flickering"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1937#post-12090</link>
			<pubDate>Thu, 17 Sep 2009 20:17:46 +0000</pubDate>
			<dc:creator>igalic</dc:creator>
			<guid isPermaLink="false">12090@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi!&#60;/p&#62;
&#60;p&#62;We've noticed some random glitches in our game. Sometimes, on some phones, a part of the screen flashes black. It seems as if it only happens for one frame, but since it's black it's noticeable. It usually comes from the right side of the screen (landscape mode), covering the full height (320px), and going for about 30-75% of the screen. There doesn't seem to be a regular pattern for this, but it seems it happens most often on a particular screen, which is nothing special except for a few things that I can notice:&#60;/p&#62;
&#60;p&#62;- it's a layer with a full-screen background image inserted on top of an existing scene&#60;br /&#62;
- there are about 4-5 Labels on the layer, very rapidly changing (it's a tally screen)&#60;/p&#62;
&#60;p&#62;Could it have anything to do with those fast-changing labels? I know we're supposed to use AtlasLabels, but this has worked for us so far.&#60;/p&#62;
&#60;p&#62;It's a very strange glitch and I really can't find anything that could be causing it (we don't even have any big black images loaded).&#60;/p&#62;
&#60;p&#62;I'm using iPhone SDK 3.0 on Snow Leopard, but the app is built for 2.2. We and our publiher have been testing it on a variety of devices, from 2.0 to 3.1, 2g to 3gs and iPod Touches, jailbroken and non-jailbroken ones. It seems it doesn't happen on every device, but we can't find any relationship between the OS version or the device model and the glitch.&#60;/p&#62;
&#60;p&#62;It feels like shooting in the dark here, but I was hoping someone could be able to help...&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Ivan Galic&#60;br /&#62;
NightIrion&#60;br /&#62;
&#60;a href=&#34;http://www.nightirion.com&#34; rel=&#34;nofollow&#34;&#62;http://www.nightirion.com&#60;/a&#62;
&#60;/p&#62;</description>
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