I have an almost empty frame with just a few dummy objects, two layers and the Window Control object that I'm using to display the application at 2* the original size.
Whenever I try to scroll the screen around by using a simple "Center camera on active at 0,0" there's an interesting effect: if the screen is scrolling, everything above the middle of the screen has a slight delay in following the camera. Once the dummy object reaches the area near the end of the frame and the camera doesn't move anymore, the object itself gets "torn in half".
Maybe it sounds weird but I recorded a video of what it looks like - despite the low framerate you'll see the tearing quite clearly. (Edit: video)
So, is this a known issue / how do I prevent this?
Things I have tested so far:
1. All display modes (Standard, DirectX etc). None work correctly, the only one without tearing is D3D 8 but it blurs the display and makes the far back layer scroll twitchy... no good for a pixelart project.
2. V-Sync - in all possible combination with the display modes.
3. Playing with the framerate
4. Machine independent speed
5. changing to fullscreen helped in some aspects, but other problems popped up with this so I can't use that either.