Maybe you would get more help if you were not consistently being rude. Nobody here owes you anything buddy and nobody here needs to make the updates you are requesting. If you have a solution then feel free to provide a PR as this is an open source project.
Like I said in the prior post I think someone posted an article talking about a different sampling method, this would be worth taking a look at. Which you or someone else than are more than free to implement.
As mentioned on a different thread, there is never any need to be that disrespectful to another community member. Doesn’t matter how much you don’t agree with what they did or didn’t do. @Pryme8 has the team’s full support to contribute to the framework.
Take that as a nice hint - stop punching low, start explaining in proper terms what you think is incorrect. If you think it is a bug, explain why it is a bug, and maybe suggest a proper solution. We find bugs on a daily base. and we squash them as fast as we can. Sometimes it takes longer than you would want, but don’t forget that this is an open source project. The code is open, you are more than welcomed to dive in and check what’s going on. You are not paying any license or any support fee to use this project. Just like you don’t pay to use webpack or React. Or any other OSS. Would you have written something like that on their forums if you thought something was incorrect?
On, and another small note -
Nowhere in the Babylon repository does it say this framework belongs to Microsoft. Know why? Because you are wrong. Babylon is an independent open source project. and we LOVE contributions. Any contribution. We review it, and we either merge it or close the PR if we think it is incorrect.
No need for emails. Everything is open. You are talking to the “people who are running this” right here in the forum.
Also this will be the last time I contribute to this conversation now but, what you have been fighting with the “waves” is a sampling error caused by the fact its a plane in a 3d space. So sometimes there are fractional float values that get sloppy causing the “wave” that you are seeing. So to fix this you will have to address float error. Or you could change to an orthographic projection and keep the camera facing directly at your planes, a perspective camera or a non aligned ortho will cause these waves always (I believe it was even a problem in the SNES’s rendering mode 6 though not as apparent due to less pixel density).
The second problem which I’m not sure how its become such a problematic issue, is with the gapping. Which should have been fixed by diffusing your sprites 1px. I’m not sure what is specifically causing it in your setup though as in this example (the original code) its not seen.
If you are having any issues with sampling and precision error it would be probably easier to address them here and then you can take “full control” of the code by any means you decide to be fitting for your setup.
Other than this advice though I’m fully checked out on this conversation now.
Much love for you and good luck with your project.