Comments (3)
has been fixed with latest update. There seem to be many possible reasons for texture bleeding, but it's mainly because of the TileAtlas. If mipmapping or multisampling is enabled OpenGL might blend/intepolate the texture at the edges so that pixels of the next texture get visible. Disabling multisampling with glDisable(GL_MULTISAMPLE)
fixed this issue.
Soultion found at: https://stackoverflow.com/questions/6488131/artifacts-when-enabling-4x-msaa-anti-aliasing-on-ipad-ios/6488465#6488465
answered by Nicol Bolas
from blockgame.
Not entirely shure why, but the texture bleeding is back again... Might be good to check in an older version (before any kind of transparency was introduced) if it was really fixed or if I just didn't see it
.
from blockgame.
currently no texture bleeding on Linux.
OpenGL version: 4.6 (Compatibility Profile) Mesa 23.0.4-0ubuntu1~22.04.1
from blockgame.
Related Issues (20)
- Add Gravity / Use Velocity for movement
- Clean up HOT 2
- Refactoring to create a simple Build Process
- Using The BlockTypeManager
- Fix Movement by using delta time correctly
- Adding a Sky
- Rendering Text more efficient HOT 1
- Adding an Inventory
- Add Callbacks for changing settings
- Implementing threading for Chunk loading
- Adding an InputHandler
- Adding a Chat with Command parsing
- optimise code structure - information hiding
- Valgrind: Conditional jump or move depends on uninitialised value(s)
- [Linux] Bug: Items have incorrect texture HOT 6
- make code compilable on Windows and Linux
- Compile with CMake HOT 1
- Improve README
- What is a suitable licence for this Project?
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from blockgame.