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# Objective - Expand the texture_atlas example with padding and show how it can resolve sprite bleeding for different types of sampling. - Fixes #9522 ## Solution Updated the texture_atlas example by adding 4 different texture atlases: 1. linear, no padding 2. linear, padding 3. nearest neighbor, no padding 4. nearest neighbor, padding Now renders one padded and one unpadded texture atlas, and the same upscaled sprite from each of the new texture atlases. See the screenshot below (taken on 1080p monitor). ![Screenshot from 2023-10-10 08-37-43](https://github.com/bevyengine/bevy/assets/46004494/4cef707c-e117-4835-b2c8-66503d8c275f) **From left->right:** linear no padding, nearest no padding, linear padding, nearest padding. --- --------- Co-authored-by: davidasberg <david.aasberg@gmail.com> |
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.. | ||
2d_gizmos.rs | ||
2d_shapes.rs | ||
2d_viewport_to_world.rs | ||
bloom_2d.rs | ||
custom_gltf_vertex_attribute.rs | ||
mesh2d.rs | ||
mesh2d_manual.rs | ||
mesh2d_vertex_color_texture.rs | ||
move_sprite.rs | ||
pixel_perfect.rs | ||
rotation.rs | ||
sprite.rs | ||
sprite_flipping.rs | ||
sprite_sheet.rs | ||
text2d.rs | ||
texture_atlas.rs | ||
transparency_2d.rs |