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  [solved][libGDX][GWT][HTML5] Bleeding  (Read 2423 times)
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Offline JFixby
« Posted 2015-08-20 12:52:55 »

Hi

I use Gemserk-processed textures. However they bleed on the GWT-backend (black frame around the fox). Any ideas how to fix it?


Texture:


gwt-bleeding:


my dev log: http://jfix.by/
Offline JFixby
« Reply #1 - Posted 2015-08-20 13:08:40 »

Weird fact: when I switch filtering to Nearest/Nearest the bleeding fades away BUT everything looks smooth like Linear/Linear was applied.

my dev log: http://jfix.by/
Offline basil_

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« Reply #2 - Posted 2015-08-20 13:50:40 »

try
GL_CLAMP_TO_EDGE
texture/sampler parameter with linear filtering.

dirty way to check if it's caused by interpolation is to clamp the coords in your shader like
st = clamp(st0, vec2(0.001), vec2(0.999))


i guess if the nearest filter looks the same as linear - then the texture resolution might just match the rendering buffer, which is very unlikely tho'.

nice fox btw! Smiley
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Offline JFixby
« Reply #3 - Posted 2015-09-02 10:06:19 »

I dunno. To me it seems like browser renders each texture to some buffer and then it renders the buffer's content to the browsers canvas using hardcoded Linear filter. The buffer is not gemserk-processed obviously and that gives the bleeding. Telling GDX to use Nearest filter somehow resolves the issue so I'll stick to that option.

So in summary if you have the same problem: Force Nearest/Nearest filter on the GWT/HTML5 back-end.

nice fox btw! Smiley

Thanx!
Here is the bonus tutorial for you from the artist: http://www.java-gaming.org/topics/how-to-draw-tinto-the-fox/36596/view.html
 Smiley

my dev log: http://jfix.by/
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