Since the texture set contains multiple tiles, when mapping, the edges are colored incorrectly. This is caused by blending when sampling. Fixing this problem requires the texture to add an extra pixel to avoid this. I added an extra pixel when I made the texture using texturepacker, but when tiled is used, it draws out the extra pixel.
My question is how to avoid drawing this extra 1 pixel?
You likely just need to change your tileset parameters to take into account the 1 pixel padding. If each tile has 1 extra pixel on all sides, then this causes a “margin” of 1 pixel around the entire tileset and a “spacing” of 2 pixels between the tiles:
Note that the “Tile width/height” should remain the same, it does not increase due to the 1 pixel padding since we don’t want to render that part of the image.
Thank you very much for your reply. It’s already working as you suggested!
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