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  libgdx mipmap render-problems [solved]  (Read 2427 times)
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Offline Phibedy

Senior Devvie


Medals: 9



« Posted 2013-03-27 00:59:57 »

Hi, because it seems that I have to write it on my own: http://code.google.com/p/libgdx/issues/detail?id=1257&thanks=1257&ts=1360713176
I would like to know, if the error (lines between tiles and the color of the ray):
could be caused by the missing of the edge-padding.
In addition I have now clue how to add this/write that pull request.

atlas-code:
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PixmapPacker packer = new PixmapPacker(2048, 2048, Format.RGBA8888, 5,
            true);
      Pixmap pixmap;
      for (int i = 0; i < levelTextures.length; i++) {
         pixmap = new Pixmap(Gdx.files.external(levelTextures[i]));
         packer.pack(levelTextures[i], pixmap);
      }
      RessourceManager.atlas = packer.generateTextureAtlas(
            TextureFilter.MipMapLinearNearest, TextureFilter.Nearest, true);


for rendering I am using spritebatch + sprites (sprite(Textureregion from the atlas)).

edit:
if I don't use mipmaps:
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RessourceManager.atlas = packer.generateTextureAtlas(
            TextureFilter.Nearest, TextureFilter.Nearest, false);

the error doesn't appear, but I would like to use mipmaps -> how to fix it?

edit2:
thx to ocirne Smiley

changed:
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new PixmapPacker(2048, 2048, Format.RGBA8888,0,
            false);

packer.generateTextureAtlas(
            TextureFilter.Nearest, TextureFilter.Nearest, true);


best reg.
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