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  LWJGL 2d texturing  (Read 306 times)
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Offline trollwarrior1
« Posted 2013-05-24 15:52:40 »

Hello,

I have a kinda simple 2d game running LWJGL.

When I render my sprites, everything work fine. I don't know if this is what is called "sprite batching" but what I'm doing is rendering a certain part of a large sprite on my geometry. Everything looks nice and all until I add LINEAR texture filter or when I start to rotate my geometry using glRotate. My sprites start to show parts of my sprite sheet which they aren't supposed to show. Any ideas?
Offline davedes
« Reply #1 - Posted 2013-05-24 16:26:08 »

This is because the pixels are being blended; so if you use a tightly packed texture atlas, then you might get bleeding between edges.

You can read more about texture parameters here:
https://github.com/mattdesl/lwjgl-basics/wiki/Textures

I also explain the issue in more detail here:
http://www.java-gaming.org/topics/bleeding/26823/msg/237162/view.html#msg237162

Offline trollwarrior1
« Reply #2 - Posted 2013-05-24 17:07:34 »

This is because the pixels are being blended; so if you use a tightly packed texture atlas, then you might get bleeding between edges.

You can read more about texture parameters here:
https://github.com/mattdesl/lwjgl-basics/wiki/Textures

I also explain the issue in more detail here:
http://www.java-gaming.org/topics/bleeding/26823/msg/237162/view.html#msg237162

I don't think you understand my problem. I don't have any bleeding effect until I start rotating my geometry. Then I start to see few pixels that are wrong.
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