Big Sprite with sprite nodes, half of the sprite nodes are not draw

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:bust_in_silhouette: Asked By Pinandu

I make a big Sprite 102412000 for a scrolling bottom to top intro. Viewport is set to 1024600
At this sprite node i add many other sprite nodes to animate them later.
With an animationplayer i change the BigSprite:position from x,y 512, -5600 to 512, 5600 for a fast scrolling effekt.

But only sprite node attached to BigSprite at y position between -6000 and 645 will be shown then i start the animation, all sprite nodes at y position between 645 and 6000 will not be drawn so i can’t see them.

Then i set in projectsetting the display/window/ heigth weight to 1024, 12000 i see the BigSprite and all the sprite nodes on it will show correct.

Did i have to set a draw area to tell the engine draw all the attached sprites?

:bust_in_silhouette: Reply From: flurick

First I would try to use the offset or region properties instead.
I don’t know what that intro sprite contains but it sounds like splitting it up and animating the parts could make it easier to work with and also change and/or reuse for other scenes.

There is also the setting for “Max renderable elements” that is set to 65536 on my current Godot build.

It’s not so many Objekts, less than 100, its the problem of the position on the large sprite.

All Sprite i place below 645 and 6000 will not be shown on screen.
If i move them higher 645 all looks fine.

region properties? where can i find them?

Pinandu | 2018-12-10 20:07