gfgtdf
gfgtdf
Actually they were already there before, they are just more noticable when the other artifacts are gone.
Also they _sometimes_ disappear when you move the mouse over the tile :s
Here a better picture of the fog artifacts  And here another picture after the map was scrolled upwards, you can see the artifacts only on the bottom area that...
Also you can see a thick grey line on the left side of the screen that shouldnt be there.
Sooo this really makes me wonder how our terrain drawing code currently works, there seems to be "layers" and "layer groups" so that when a map is drawn, it draws...
> Am i missing something? what i was missing is `display::propagate_invalidation`which makes sure that when one tile of a big unit like a dragon is invalidated, all tiles are.
> Assuming the fog is also using the +0.25px scale It also happens a little without the changed scale, but with the scale is even more, I think the problem...
> If that's the case, then the scale hack could be done the other way around - that is, reduce the size of the source region in stead of increasing...
So SDL_RenderCopyF doesn't seem to support floating point source rectangles, so to me it looks like this approach wouldn't work, and using more than a pixel will also not work...
So from the 1.16 screenshot i take that the expected behaviour is that there is simply no unit&halthbar shown at the destination hex? Because the the first message it sounds...