When Beta 1 was out I dove right in and started working on a simple demo that moved a sprite with some alpha transparancy around the screen.
The way I had it set up was something like this:
-I had a class set up for the sprite that I called Player
-The Player had a Vector2 for his screen position.
-If the user was pushing the left thumbstick in any direction, the Player class's move function was called ,where a new X and Y location was made based on the angle that the thumbstick was pointing.
-When Drawing the sprite, I'd get the sprite's screen position vector via a get property.
Doing it this way often made my screen position vector have decimal values for the X and Y screen position of my Player sprite. This caused some funky issues when blitting the sprite to the screen, where there'd be a weird outline around the sprite as I moved it around certain parts of the screen.
Eventually I realized this was because I was trying to blit the sprite to a screen point like (320.53, 240,19) as opposed to blitting to a screen location like (320,240). What I did to compensate for this was basically send back a new Vector2 location with the screen position rounded to integers whenever I wanted to get the Player's current location for blitting.
Unfortunately I've since altered the code to the point that I really don't want to go and toy with it at this point to see if it would still do the same thing in the 1.0 GSE release, and I was wondering if anyone knows if this still happens. Since I ran into that problem with Beta 1, I've always just blitted my sprites to whole number positions on screen to avoid this possible conflict.
And can someone perhaps give me an idea as to why exactly I was getting that weird outline around the sprite if I wasn't blitting the sprite to an exact integer location I'm really just wondering what the exact reason is that something like this happened.
I can post pics of the odd outline if need be, but it might take a little while to find them again.