Description: when rendering tile maps, small gaps occasionally appear between adjacent tiles. This visual artifact is caused by the default mediump
float precision in the fragment shader, which leads to rounding errors in the interpolation of texture coordinates.
Solution: оverride the fragment‐shader default precision to highp
in /shader/common.h to ensure sufficient floating-point accuracy and eliminate the gaps.
#ifdef GLSLES
#ifdef FRAGMENT_SHADER
/* Only the fragment shader has no default float precision */
- precision mediump float;
+ precision highp float;
#endif
#else
/* Desktop GLSL doesn't know about these */
#define highp
#define mediump
#define lowp
#endif
Sample: Pokémon Flux + Patch (for JoiPlay) + Save
RPG Maker Plugin 1.21.40

Custom mkxp-z fork for Android
precision mediump float; | precision highp float; |
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