Description
When a tile layer contains tiles from a Tiled image collection tileset whee the rendered image is larger than the map cell, TilemapSpriteBatchRenderer can stop drawing those tiles too early when they are partially visible near the left or bottom edge of the screen.
This does not reproduce in `TilemapRenderer
The problem appears to be int eh SpriteBatch renderer culling, where it computes visibility using the logical tile cel bounds but image collection tiles can render outside those bounds. This means a tile may still be partially visible even after its owning map cell has moved outside the visible region.
Steps to Reproduce
- Clone the repo sample https://github.com/Grompie/TilemapReproApp
- Run sample
- Leave
BridgeLayer eanbled
- Use the default
TilemapSpriteBatchRenderer
- Move the camera so that one of the bridge tiles is partially offscreen on the left or bottom edge
- Notice that the bridge disappears sooner than expected
- Press Tab to switch to
TilemapRenderer
- Notice that it does not disappear using the
TilemapRenderer
Expected Behavior
Oversized image collection tiles should remain visible for as long as any portion of their rendered image overlaps the viewport, regardless of whether their logical map cel has already moved offscreen. The behavior should be consistent between TilemapSpriteBatchRenderer and TilemapRenderer
Actual Behavior
TilemapSpritebatchRenderer culls the tiles too early at the left and bottom edges.
Configuration
MonoGame.Extended version 6.0.0-preview.3
Other Information
TilemapSpriteBatchRenderer showing the bridges on the left are culled early
TilemapRenderer of the same view showing that they are not culled early using it

Description
When a tile layer contains tiles from a Tiled image collection tileset whee the rendered image is larger than the map cell,
TilemapSpriteBatchRenderercan stop drawing those tiles too early when they are partially visible near the left or bottom edge of the screen.This does not reproduce in `TilemapRenderer
The problem appears to be int eh SpriteBatch renderer culling, where it computes visibility using the logical tile cel bounds but image collection tiles can render outside those bounds. This means a tile may still be partially visible even after its owning map cell has moved outside the visible region.
Steps to Reproduce
BridgeLayereanbledTilemapSpriteBatchRendererTilemapRendererTilemapRendererExpected Behavior
Oversized image collection tiles should remain visible for as long as any portion of their rendered image overlaps the viewport, regardless of whether their logical map cel has already moved offscreen. The behavior should be consistent between
TilemapSpriteBatchRendererandTilemapRendererActual Behavior
TilemapSpritebatchRendererculls the tiles too early at the left and bottom edges.Configuration
MonoGame.Extended version 6.0.0-preview.3
Other Information
TilemapSpriteBatchRenderershowing the bridges on the left are culled earlyTilemapRendererof the same view showing that they are not culled early using it