Pixel-art deforming

Godot Version

4.1.1

Question

Hello there, as shown in the image, my sprite is deforming, for example look at the eyes, one is thicker than the other, whereas the original sprite is symmetrical.
This happens both with sprites or animated sprites, and tiles of a tilemaplayer too, I’ve tried multiple solutions and none did work. I thought it was the Camera2D smoothing but nope, even after deactivating it, that happens.

I have two screens, both are Full HD but one is 23.8" and the other 15.6", for some reason on the smaller one it does not seem to happen.

For more info:

  • Window set to 640x360. Stretch mode viewport, scale mode fractional (I tried integer and it sort of corrected it but the window is too small and too much black bars)
  • Texture filter set to nearest.

integer is the only way to fix this “whole pixel issue”; If I ask you to scale a 3x3 image to 5x5, how could you fill in it in while retaining the size of every pixel?

These RGB stripes would fit on a 3x3 or a 6x6, but a 5x5 does not leave an even width for each color, so Godot and any other image editing program will have to make assumptions and use mixed-sized pixels.

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