TMX Asset render problems: inconsistent pixel width

TMX Asset render problems: inconsistent pixel width

Hi guys, please I need some help, I can’t get it working, I’ve spends many hours but I can’t find the solution, I am really stagnant :frowning_face:

I have created a map, which in “tiled” looks like it should, but when importing the asset in CC it renders incorrectly. The pixels are inconsistents

Tiled editor:

Cocos creator:


tiled tmx:

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.3.4" orientation="orthogonal" renderorder="right-down" width="22" height="11" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="8">
 <tileset firstgid="1" name="tileset" tilewidth="16" tileheight="16" tilecount="100" columns="10">
  <image source="tileset.png" width="160" height="160"/>
 <objectgroup id="2" name="Colliders">
  <object id="2" x="0" y="64" width="207" height="48"/>
  <object id="4" x="207" y="96" width="65" height="16"/>
  <object id="5" x="272" y="96" width="32" height="64"/>
  <object id="6" x="257" y="48" width="46" height="6"/>
  <object id="7" x="320" y="64" width="32" height="96"/>
 <layer id="1" name="Tiles" width="22" height="11">
  <data encoding="base64" compression="zlib">

Any help will be appreciated, I am really stuck.

The same happens in a new fresh project in v2.3.2 and v2.3.3
Here is the asset:
Any ideas?

Hi @DieGam

I’ve tried to add offset to UV in fragment shader like this:

  CCTexture(texture, v_uv0+vec2(0.0029,0.0029), o);

resulted this:

I thinks it’s more than just an offset.
May be @pandamicro or @jare can take a look.