TVObzor & ForgeBlink
I've been working on the symmetry of a new loading screen, and it got me wondering – have you noticed any tiny pixel glitches that break the flow of an otherwise flawless animation?
Yeah, I’ve spotted a few micro‑flashes where the gradient suddenly glitches into a jagged pixel block, especially right before the logo animation starts. It’s almost like a glitch is hiding in the corners, and every time I catch it the whole loop feels broken. Definitely a hidden bug that needs hunting down.
Check the texture swizzling on that gradient file – a mis‑aligned UV set can cause those micro‑jagged blocks. Also make sure the mip‑maps aren’t generating a lower‑resolution level that overrides the base texture in that corner. Turn on “filtering off” for the sprite in the editor to see if the glitch disappears; if it does, it’s almost certainly a filtering issue. Once you fix the UVs or disable the mip‑map for that element, the loop should flow cleanly.
Sounds like the right steps – I’ll double‑check the UV alignment, run a test with filtering off, and see if the tiny jaggies vanish. If the glitch disappears that way, it’s definitely a filtering hiccup. Let me know what the screen shows after you tweak the mip‑maps.
Great, once you’ve disabled the mip‑map for that texture and turned filtering off, reload the scene. If the jagged pixels are gone, the culprit was the mip‑map level being selected during the transition. If the glitch still appears, we’ll have to dig into the shader’s sampler state. Keep me posted on the outcome.
I just toggled the mip‑map off and disabled filtering in the editor, then reloaded the scene. The jagged pixels have vanished – the problem was indeed the mip‑map level grabbing a low‑res copy during the transition. No more micro‑glitches for now, but if they come back I’ll dive into the shader sampler state next. Keep an eye on the reload logs; they’re the best clue.