I've applied two necessary steps given in this answer https://gamedev.stackexchange.com/questions/46963/how-to-avoid-texture-bleeding-in-a-texture-atlas, but I still get texture bleeding.
I have an atlas that has filled with solid colors at bounds: x y w h: 0 0 32 32, 0 32 32 32, 0 64 32 32, 0 32 * 3 32 32
I want to display each of these frames using webgl without texture bleeding, only solid colors as is.
I've disabled mipmaping:
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
//gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
I've applied half pixel correction:
const uvs = (src, frame) => {
const tw = src.width,
th = src.height;
const getTexelCoords = (x, y) => {
return [(x + 0.5) / tw, (y + 0.5) / th];
};
let frameLeft = frame[0],
frameRight = frame[0] + frame[2],
frameTop = frame[1],
frameBottom = frame[1] + frame[3];
let p0 = getTexelCoords(frameLeft, frameTop),
p1 = getTexelCoords(frameRight, frameTop),
p2 = getTexelCoords(frameRight, frameBottom),
p3 = getTexelCoords(frameLeft, frameBottom);
return [
p0[0], p0[1],
p1[0], p1[1],
p3[0], p3[1],
p2[0], p2[1]
];
};
But I still get texture bleeding. At first I tried using pixi.js and I got texture bleeding too, then I tried using vanilla js.
I've fixed this, by changing these lines:
let frameLeft = frame[0],
frameRight = frame[0] + frame[2] - 1,
frameTop = frame[1],
frameBottom = frame[1] + frame[3] - 1;
As you can see I subtract 1 from right and bottom edges. Previously these indexes are 32 which means beginning of the other frame, It has to be 31 instead. I don't know if this is the correct solution.
Your solution is correct.
Imagine we have a 4x2 texture with two 2x2 pixel sprites
+-------+-------+-------+-------+
| | | | |
| E | F | G | H |
| | | | |
+-------+-------+-------+-------+
| | | | |
| A | B | C | D |
| | | | |
+-------+-------+-------+-------+
The letters represent the centers of the pixels in the textures.
(pixelCoord + 0.5) / textureDimensions
Take the 2x2 sprite at A, B, E, F. If your texture coordinates go anywhere between B and C then you'll get some of C mixed in if you have texture filtering on.
Originally you were computing coords A, A + width where width = 2. That lead you all the way from A to C. By adding the -1 you get just A to B.
Unfortunately you have a new issue which is that you're only displaying half of A and B. You can solve that by padding the sprites. For example make it 6x2 with the pixel bewteen being the edges of the sprite repeated
+-------+-------+-------+-------+-------+-------+
| | | | | | |
| E | F | Fr | Gr | G | H |
| | | | | | |
+-------+-------+-------+-------+-------+-------+
| | | | | | |
| A | B | Br | Cr | C | D |
| | | | | | |
+-------+-------+-------+-------+-------+-------+
Above Br is B repeated, Cr is C repeated. Setting repeat as gl.CLAMP_TO_EDGE
will repeat A and D for you. Now you can use the edges.
Sprite CDGH's coords are
p0 = 4 / texWidth
p1 = 0 / texHeigth
p2 = (4 + spriteWidth) / texWidth
p3 = (0 + spriteHeigth) / texHeight
The best way to see the difference is to draw 2 sprites large using both techniques, the unpadded and the padded.