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(1 edit)

It had padding, but the padding was white. Apparently each tile needs to have padding of the same color as the pixel next to it. That seems a completely backwards way to deal with this -- isn't this simply a bug in libGDX that shouldn't occur?

Anyway, I wasn't using a TiledMap but I am planning to implement that soon

That sounds very troublesome way to fix it... Have you tried using alpha transparency instead of a color? It has been working fine for me that way.

Have you tried without padding between tiles? I've never used padding and never had problems. But always used tiled map parsing

(+1)

make sure your texture is a power of 2 in size e.g 512x512 not 512x300. The non-power-of-2 will cause some drivers to scale the texture and make pixels appear to "bleed" as well.