Non-clamping texture UVs on sprites (edges of sprites bleed into other frames with interpolation)

Built a tile demo - first using individual display objects (runs like a dog) then using sprites (using single frame animations to display the correct tile) which works quicker.

Problem is there’s no texture clamping, so my 16x16 tiles (which have no transparent border) show interpolated bleed from the adjacent frames on the sprite sheet.

This is clearly visually wrong - when displaying a sprite frame it should clamp to the given frame image, and not display anything from outside this area.

Barry

PS also posted feature request of being able to disable bilinear filtering / interpolation on zoomed graphics, which cropped up as a result of this same bug. [import]uid: 46639 topic_id: 8676 reply_id: 308676[/import]

How are you creating your spritesheets? If you use a tool like Texture Packer you can specify “padding” pixels around each sprite image. Something like 1 or 2 pixels is enough to remove the bleed. Zwoptex also has a “padding” field.

I’m not sure this issue is actually a bug. It might be a limitation of the hardware and/or OpenGL implementation on devices. [import]uid: 9422 topic_id: 8676 reply_id: 31183[/import]