I was testing my game on a new device today...
And that device particular resolution led to a really ugly result, some animated sprites (not all) that use texturepack look absolutely horrible.
And by horrible I mean not only aliased in the sense you see squares, but you see sometimes a sawtooth pattern, like if some rows but not others got scaled differently (for example, if you was looking at a straight vertical line, you see instead a jagged line, now imagine a circle with that effect + normal aliasing... it is really ugly)
Comments
http://docs.giderosmobile.com/reference/gideros/TexturePack/new2#TexturePack.new
By the way, I think I found a bug.
I noticed all broken sprites are the ones that were supposed to load for iPad.
What I mean is:
I made @1, @2 and @4 sprites.
Since the game is animation heavy, I deleted some @4 files, and asked Atilim to make a change so that on iPad @2 is loaded (instead of @1 that was Gideros default before).
I was testing the game in a tablet that falls squarely on @2 size, it is nowhere near the resolution of a iPad (the tablet is 1280x800)
I double checked my project settings
(288x512, @4 is set to scale 4, @2 is set to scale 1.42857)
And what I noticed is that the broken sprites (ie: those that the lack of filtering made obvious they are being scaled too much) are the @4 ones, that should never be loaded in first place.
I will check my code, to see if there is no coincidence of me actually filtering @2 sprites (I think not, since I did not knew how to filter Texture Pack), but for now I believe there is a bug (@4 sprites are being used when they should not).
All files I had a @4 file I forgot to filter, while all files I did not had a @4 were filtered...
But it was loading @2 correctly on all of them.
But thanks for explaining how to filter texture atlas