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Hi everyone, I'm currently working on a project that uses sparrow spritesheets and I got the parsing working and all BUT I have a problem, when I try to resize a sprite which texture was made through the parsing, it ends up making this weird fading on the edges, I tried pretty much everything as setting the filtering mode or wrapping but nothing seems to be working, also I recently tried BufferedContainer but still did nothing, I am using a TextureRegion to define the texture from the spritesheet, I would love some alternatives or answers to why this happens |
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Replies: 1 comment 6 replies
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without any visuals to go by, it sounds like the corner pixels of each of your sprites in the spritesheet are sampling nearby transparent pixels due to a min/mag filter. you might get better results by setting the texture filtering mode to again, hard to say without further details. |
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Alright so after messing around a lil bit more with BufferedContainers, I found out that setting the FrameBuffer Y Scale to 0 fixes the texture fading
FrameBuffer Scale Y 1
FrameBuffer Scale Y 0
I guess it works because the sprite doesn't find any nearby transparent pixels available on such a small texture size, anyways thanks for the help guys!