If you use texture compression, that will cause bleeding problems. And texture filtering mode is an another culprit.
There are few solutions.
* Use uncompressed 32 bit textures atlas with point filter mode for those sprites that cannot be smudged at all
* If you have to use another filter mode, then add safe zones to image (repeat same color) and adjust sprite dimensions (x, y, width, height) so the preview only shows "good" part
Pixel gap / lines that appear at the edges of sprites[NGUI]
最新推荐文章于 2023-02-06 10:02:29 发布