jjborde / andengine

Automatically exported from code.google.com/p/andengine
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Up-Scaled Sprites has texture bleeding #33

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Scaled a Sprite
2. Sometime I notice texture bleeding
3. Can also be noticed on Farm Tower Menu

What is the expected output? What do you see instead?
No bleed, no matter what is scaling

What version of the product are you using? On what operating system?
Latest

Please provide any additional information below.
Padding the texture with a few pixels fix it, but the correct way is to prevent 
the textures from bleeding

Original issue reported on code.google.com by Oren.Bengigi on 3 Jun 2011 at 12:55

GoogleCodeExporter commented 8 years ago
The reason is the BILINEAR filtering TextureOption.
For automated padding between TextureRegions, use a BuildableTexture and pack 
it with a BlackPawnTextureBuilder and a padding of 1.

try {
    buildableTexture.build(new BlackPawnTextureBuilder(1));
} catch (final TextureSourcePackingException e) {
    Debug.e(e);
}

Original comment by NicolasG...@gmail.com on 9 Jun 2011 at 3:19

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
This does not work.

I've got a buildable atlas with a single texture source on it, packed with the 
black pawn texture builder with 1 pixel padding, and I still see 1 px lines on 
some of the edges.

The only thing that fixes it is turning off bilinear, but then anything scaled 
looks hideous

Original comment by whal...@gmail.com on 14 Nov 2011 at 2:43

GoogleCodeExporter commented 8 years ago
I was able to fix this problem with the diff I posted here:

http://www.andengine.org/forums/gles1/black-lines-around-sprites-t5255-20.html#p
27988

This may be gone with the AndEngine GLES2, but I am too close to release to try 
this out ;)

Original comment by deh...@gmail.com on 7 Jan 2012 at 5:05