mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 06:53:13 +00:00
5256561b7a
# Objective One way to avoid texture atlas bleeding is to ensure that every vertex is placed at an integer pixel coordinate. This is a particularly appealing solution for regular structures like tile maps. Doing so is currently harder than necessary when the WindowSize scaling mode and Center origin are used: For odd window width or height, the origin of the coordinate system is placed in the middle of a pixel at some .5 offset. ## Solution Avoid this issue by rounding the half width and height values. |
||
---|---|---|
.. | ||
src | ||
Cargo.toml |