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How can I get the right 'pixel perfect' calculation?

Hey guys!

I'm currently sticking around with Paper2D and i have some problems with my camera.

Does anyone know how to get the perfect 'pixel-perfect' result? I just remember it from Unity and here at UE4 it's a bit different.

Here's what i want/have: i want the game on as many resolutions as possible. My sprites are 64x64.

Another question: when i have this 'pixel-perfect' camera, can i still change the FOV so i can see more?

Sorry if this is a totally noob question ^^ Until now i only used Blueprints. I will port the game later to C++, when the prototype is done.

Thanks in advance! Sincerely Leroy

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asked May 28 '14 at 09:28 PM in Rendering

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Gamixie
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avatar image Roccinio Aug 14 '14 at 04:53 PM

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For future reference, here is a forum post about 'pixel perfect' sprites using :

  1. orthographic camera set at appropriate distance

  2. nearest filtering applied to textures of the sprites

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answered May 31 '15 at 06:23 PM

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SRombauts
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For future reference, here is a forum post about 'pixel perfect' sprites using :

  1. orthographic camera set at appropriate distance

  2. nearest filtering applied to textures of the sprites

more ▼

answered May 31 '15 at 06:23 PM

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SRombauts
1.1k 22 17 97

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