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I think I can add an option to the rope renderer. Snapping the rope points directly would affect the simulation. Could you please upload a minimal reproduction project? Makes it easier for me to test and investigate. |
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Hello, I managed to get random tiles to show over the rope using this shader on the rope renderer:
However, I encounter an issue with pixel perfect rendering. The rope and renderer are snapped to pixel, and all the required pixel perfect options are enabled (scaling, pixel snapping, nearest filter, filter_nearest in shader etc), and yet the rope textures have certain minor artifacts (eg. lack pixels), even when the rope does not move. I believe this is caused by the rope points generated by rope being unaligned with the pixel grid (eg. one of the points is at [0, 29.378]). Would it be possible to add an option to make the points snapped to the pixel grid? I'm not 100% this is the issue, so please correct me if I'm wrong.
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