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Messages - snlehton

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Support / Re: Extra transparent border in atlas?
« on: November 29, 2014, 11:16:04 pm »
Hi,

I was having issue with the same lack of filtering at the edges of sprites, and I was wondering if this has been already fixed/improved. Simply adding one pixel worth of extension to the polygon (and the UV's of course) should to the trick - assuming there's enough padding in the texture.

The amount of padding needs to be at least 2 (pixels of different sprites need to have at least 2 empty pixels between them), otherwise you might get small glitches when the sprites are being rotated as fragments of neighbor sprites might be sampled by the bilinear filtering...

If nothing was done to this yet, what is the hack to implement it?

Cheers,
Sampsa

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