The gap is back...
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*
I followed all the tips and tricks I could find:
// 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
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.
The tip regarding the "spritesheet-artifact-fixer.py" 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.
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!
Thanks in advance for any help,
Markus