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camera - libgdx tiledmap flicker with Nearest filtering

I am having strange artifacts on a tiledmap while scrolling with the camera clamped on the player (who is a box2d-Body).

Before getting this issue i used the linear filter for the tiledmap which prevents those strange artifacts from happening but results in Texture bleeding (i loaded the tiledmap straight from a .tmx file without padding the tiles).

However now i am using the Nearest filter instead which gets rid of the bleeding but when scrolling the map (by walking the character with the cam clamped on him) it seams like a lot of pixel are flickering around. The flickering results can get better or worse depending on the cameras zoom value. But when I use the "OrthoCamController" class from the libgdx-Utilities which allows to scroll the map by panning with the mouse/finger i don't get these artifacts at all. I assume that the flickering might be caused by bad camera-position values received by the box2d-Body's position. One more thing i should add here: The game instance runs in 1280*720 display mode while my gamecam renders only 800*480. Wen i change the gamecam's rendersolution to 1280*720 i don't get those artifacts but then the tiles are way too tiny.

Has anyone experienced this issue or knows how to fix that? :)

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I had a similar problem with this, and found it was due to having too small a decimal value for the camera position.

I think what may be happening is some sort of rounding with certain tile columns/rows in the tilemap renderer.

I fixed this by rounding to a set accuracy, like so:

camera.position.x = Math.round(player.entity.getX() * scalePosition) / scalePosition;

Experiment with various values, but I got it working by using the tile size as the scalePosition value.


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