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Fix DDS sheet code causing image offset issues - #2523
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LocalIdentity merged 4 commits intoSep 29, 2026
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Removes the background texture as it was causing a crash on old trees and also doesn't really need to exist as it looks nicer as a smooth colour
LocalIdentity
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Sep 29, 2026
juddisjudd
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Sep 30, 2026
Upstream PoB (PathOfBuildingCommunity/PathOfBuilding-PoE2#2523) changed `ddsCoords` in `tree.json`. An entry can now be `[x, y, w, h, layer]` as well as a layer number, because most frame, background and socket art does not fill its DDS layer. pob-sync only read numbers, so it would drop all 272 of these entries: node frames, jewel sockets, group backgrounds, mastery effects and the class hub ring. pob-sync now reads both forms. Atlas rects point at the art inside its layer, and large layers are cropped before they are downscaled. The tree draws each sprite into PoB's fixed node sizes, so the padding used to push frames a few pixels up and to the left of their icons. Frames are now centred on their icons.
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Description of the problem being solved:
This PR fixes various padding issues in the program's graphics. These come from us assuming that the DDS sheets are filled edge to edge with no padding, which isn't true. This is fixed by taking the UI image size (if it exists), calculating UV coords using the size, and passing it to DrawImage to ignore the padding.
These are also added to the export files, which is why the loc is so high.
Steps taken to verify a working solution:
Before screenshot:
After screenshot:
In-game for reference: