Image jittering/glitching on simple pong game

Hey all, I’ve been trying to learn SDL3 for some time but I am stuck on one seemingly simple problem. In my pong game, the ball is a 32x32 white pixelart square png, made and exported with aseprite. As the ball is moving on the screen, occasional “glitches“ happen. In these glitches, horizontal lines of the image seem to move/become smaller, leaving tiny holes in the side of the ball. Ive made an image to show how this looks, since when screenshot, the ball looks fine. It can be seen on video however.

recreated image of problem:

I cannot upload a video of the problem, because this account is new. As I mentioned screenshotting shows a perfect image of the ball.

I made a small example code showing this, so you don’t have to go through my entire project. It is the code from “scaling-textures.c“ slightly changed to show the problem:

/*
 * This example creates an SDL window and renderer, and then draws some
 * textures to it every frame.
 *
 * This code is public domain. Feel free to use it for any purpose!
 */

#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>

/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static SDL_Texture *texture = NULL;
static int texture_width = 0;
static int texture_height = 0;

#define WINDOW_WIDTH 320
#define WINDOW_HEIGHT 180
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
    SDL_Surface *surface = NULL;
    char *png_path = NULL;

    SDL_SetAppMetadata("Example Renderer Scaling Textures", "1.0", "com.example.renderer-scaling-textures");

    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);

    /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
       engines refer to these as "sprites." We'll do a static texture (upload once, draw many
       times) with data from a bitmap file. */

    /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
       Load a .png into a surface, move it to a texture from there. */
    SDL_asprintf(&png_path, "%simg/pongball.png", SDL_GetBasePath());  /* allocate a string of the full file path */
    surface = SDL_LoadPNG(png_path);
    if (!surface) {
        SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    
    SDL_free(png_path);  /* done with this, the file is loaded. */

    texture_width = surface->w;
    texture_height = surface->h;

    texture = SDL_CreateTextureFromSurface(renderer, surface);
    if (!texture) {
        SDL_Log("Couldn't create static texture: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    if (!SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_PIXELART))
    {
        SDL_Log("Scalemode does not work: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    SDL_DestroySurface(surface);  /* done with this, the texture has a copy of the pixels now. */
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
    if (event->type == SDL_EVENT_QUIT) {
        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
    }
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

//quick variables for easy viewing
float x = 0;
float y = 0;
float xvel = 1;
float yvel = 1;
float speed = 1;
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
    SDL_FRect dst_rect;

    /* change x and y velocity based on screen edges */
    if (x + 64 >= WINDOW_WIDTH) {
        xvel = -1;
    } else if (x <= 0) {
        xvel = 1;
    }
    if (y + 64 >= WINDOW_HEIGHT) {
        yvel = -1;
    } else if (y <= 0) {
        yvel = 1;
    }
    
    /* as you can see from this, rendering draws over whatever was drawn before it. */
    SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);  /* black, full alpha */
    SDL_RenderClear(renderer);  /* start with a blank canvas. */

    //calculate new x and y values based on their velocity, speed and old location
    x = x + xvel*speed;
    y = y + yvel*speed;
    /* update location of image */
    dst_rect.w = 64;
    dst_rect.h = 64;
    dst_rect.x = SDL_roundf(x); //rounding coordinates just to be sure
    dst_rect.y = SDL_roundf(y);
    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);

    SDL_RenderPresent(renderer);  /* put it all on the screen! */

    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
    /* SDL will clean up the window/renderer for us. */
}


Have you tried enabling VSync on your renderer?

https://wiki.libsdl.org/SDL3/SDL_SetRenderVSync

1 Like

edit: I just tested this on a linux OS, and it does not have this issue there. I am using windows with wsl for this, so I conclude this is probably something weird from using windows+wsl.

Thank you for the suggestion kayin,

Sadly it did not fix this issue. I have tried a couple other things other than vsync:

  1. using SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE); (in current code snippet below)
  2. making my own texture of size 320x180 to render the ball to and scaling it up a couple times (integer value, did not fix it either)
  3. rounding the coordinates to integers (in current snippet and original post too)

Since screenshots do not capture the problem, I made a video which I then screenshot. I realised my original recreation did not fully match the actual problem, sorry. This is the screenshot:

My current code:

/*
 * This is a minimal reproduction of a bug (or my mistake!) I encountered trying to make pong. The base code is from the "scaling-textures" example from sdl3, which I changed to show my problem. changed by: WootWoot
 *
 * This code is public domain. Feel free to use it for any purpose!
 */

#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>

/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static SDL_Texture *texture = NULL;
static int texture_width = 0;
static int texture_height = 0;

#define WINDOW_WIDTH 320
#define WINDOW_HEIGHT 180
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
    SDL_Surface *surface = NULL;
    char *png_path = NULL;

    SDL_SetAppMetadata("Example Renderer Scaling Textures", "1.0", "com.example.renderer-scaling-textures");

    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", 1920, 1080, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }



    //turn on vsync
    SDL_SetRenderVSync(renderer, 1);

    //change the logical presentation for the renderer
    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);



    SDL_asprintf(&png_path, "%simg/pongball.png", SDL_GetBasePath());  /* allocate a string of the full file path */
    surface = SDL_LoadPNG(png_path);
    if (!surface) {
        SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }  
    
    SDL_free(png_path);  /* done with this, the file is loaded. */

    texture_width = surface->w;
    texture_height = surface->h;

    texture = SDL_CreateTextureFromSurface(renderer, surface);
    if (!texture) {
        SDL_Log("Couldn't create static texture: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    if (!SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_PIXELART))
    {
        SDL_Log("Scalemode does not work: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    SDL_DestroySurface(surface);  /* done with this, the texture has a copy of the pixels now. */
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
    if (event->type == SDL_EVENT_QUIT) {
        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
    }
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

//quick variables for easy viewing
float x = 0; //x coordinate of ball
float y = 0; //y coordinate of ball
float xdir = 1; //x direction of ball
float ydir = 1; //y direction of ball
float speed = 2; //ball speed
int scale = 4; //scale multiplier for better visibility of screen
int ballsize = 64;
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
    SDL_FRect dst_rect;

    /* change x and y direction based on screen edges and ball size*/
    if (x + ballsize >= WINDOW_WIDTH) {
        xdir = -1;
    } else if (x <= 0) {
        xdir = 1;
    }
    if (y + ballsize >= WINDOW_HEIGHT) {
        ydir = -1;
    } else if (y <= 0) {
        ydir = 1;
    }
    
    SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);  /* black, full alpha */
    SDL_RenderClear(renderer);  /* start with a blank canvas. */

    //calculate new x and y values based on their velocity, speed and old location
    x = x + xdir*speed;
    y = y + ydir*speed;
    /* update location of image */
    dst_rect.w = ballsize;
    dst_rect.h = ballsize;
    dst_rect.x = SDL_roundf(x); //rounding coordinates just to be sure
    dst_rect.y = SDL_roundf(y);

    //render ball to screen
    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);

    SDL_RenderPresent(renderer);  /* put it all on the screen! */

    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
    /* SDL will clean up the window/renderer for us. */
}



void SDL_AppQuit(void *appstate, SDL_AppResult result)

{

    SDL_DestroyTexture(texture);

    /* SDL will clean up the window/renderer for us. */

}

I have not been able to find anything similar to this problem online, which is why I am asking here. I assume I am forgetting some setting for the window or renderer.

WootWoot

I wouldn’t be surprised if this is an issue specific to using WSL. Is there a specific reason why you’re using WSL as opposed to a native Windows build? Your code should be cross platform from quickly skimming it.

1 Like

I think your code is fine (although you should be aware that you’ve defined SDL_AppQuit twice in the code sample you posted).

I tried running it on my Windows machine using clang to compile and linking with SDL 3.4.0. I did not notice the image tearing that you are seeing. I also took some captures of the game in RenderDoc and I took a video of the game using the windows game bar, and did not see the issue there either.

I’m not really connected with how WSL works, but if you’re developing on and targeting windows, I would suggest launching your game as a native windows app (i.e. through command prompt rather than a WSL terminal) if you aren’t already. If changing how you’re launching the game doesn’t help, then you might just have an issue with your video card or monitor settings.

2 Likes

I had to use wsl for a project and it kind of stuck with me. Will be looking into just using windows on this specific pc, thanks!

Thank you for the help, I will be looking into launching it through windows!