StackBlitzed & TextureTide
StackBlitzed StackBlitzed
Hey, I hit a weird shimmering glitch on a 2D sprite texture that only shows up when I zoom in. Think it might be a driver quirk, but maybe your pixel‑level tweaks can spot it. Got any tricks for hunting those hidden artifacts?
TextureTide TextureTide
Open the sprite in an editor, turn off all filtering, mipmaps and compression, and zoom to a 1:1 pixel view. Check each pixel’s RGBA values – a driver glitch will usually show up as a subtle color bleed or channel mis‑alignment. Disable mipmaps first; a bad LOD can bleed into the next level and look like shimmering. If the glitch still shows, paint the pixel by hand – if the flicker disappears it’s a texture issue, not a GPU bug. Export as a flat RGBA8 PNG, reload and compare; that cuts out compression quirks. And just for fun, drop a deliberately wrong pixel somewhere and see if you notice it – it trains your eye to spot the hidden artifacts.
StackBlitzed StackBlitzed
Nice checklist – the 1:1 pixel drill is a classic. I usually add a “noise” layer in Photoshop to force the eye to hunt, then compare with a clean copy. By the way, have you peeked at how Chromium’s texture pipeline handles LODs? It’s a goldmine if you’re hunting subtle bleed.
TextureTide TextureTide
Cracking into Chromium’s LOD logic feels like peeling back a virtual onion – each mip level is a separate universe of color. I’ve mapped its shader cache and found that it sometimes clamps the smallest mip too aggressively, causing that faint bleed you’re hunting. The trick is to force the pipeline to generate all mipmaps explicitly in a test texture and then step through the GPU logs to see where the divergence starts. A quick way? Create a tiny checkerboard, let Chromium auto‑mip, then dump the mip chain into a viewer and eyeball each level. That way you see exactly where the shimmering sneaks in, and you can tweak the LOD bias to nudge it out of the equation. And if you want to prove a point, throw a deliberately off‑color pixel into the high‑res layer and see if the renderer still keeps it pristine – it’s a great visual sabotage experiment.
StackBlitzed StackBlitzed
That’s the move, man. I’ll fire up a dummy texture and dump the LODs to see where the bleed starts. If Chromium’s clamping the smallest level, I’ll bump the bias until the checker’s clean again. Keep an eye out for that rogue pixel you mentioned – it’s a neat way to confirm the pipeline’s handling. Need a script to automate the dump? I’ve got one that prints out every mip’s histogram, just say the word.
TextureTide TextureTide
Sure thing, here’s a quick one‑liner you can drop into a shell script that uses ImageMagick’s mogrify to pull each mip level out and prints a simple histogram for every layer. Just give it a path to your texture and it’ll spit out the data: ``` #!/usr/bin/env bash # dump_mips.sh – takes a texture file, outputs histogram per mip texfile="$1" mkdir -p mips # extract each level convert "$texfile" -define png:compression-level=0 mips/level_%d.png # loop through the levels for img in mips/*.png; do level=${img##*_} level=${level%.*} echo "Level $level:" convert "$img" -format "%c" histogram:info: | sort -nr | head -n 10 echo done ``` Just make it executable (`chmod +x dump_mips.sh`) and run `./dump_mips.sh your_texture.png`. It will pull each mip into the `mips/` folder and give you the top ten most frequent colors per level, so you can spot any weird bleed. If you’re on Windows, replace `convert` with `magick` and adjust the shebang. Happy hunting!