[SOLVED] Another question about texture bleeding...

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[SOLVED] Another question about texture bleeding...

Postby coehmig » Fri Oct 07, 2011 12:13 pm

Hi guys,

I know there are already some posts about this topic that can be found here in the forum or at stackoverflow or where else...
But I really need your help on this again.

At the moment I'm padding my textures with 5(!)px to avoid texture bleeding when using bilinear texutre option.
But the bleeding is still there, when moving/rotation my sprites. I don't know what I can do instead. And I really need to user the bilinear option.

Any new infos about that issue?
Thank you very much!

Chris
Last edited by coehmig on Thu Oct 13, 2011 8:45 am, edited 1 time in total.
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Re: Another question about texture bleeding...

Postby Primadawn » Fri Oct 07, 2011 12:18 pm

Try leaving 1 pixel space between texture-regions in the texture-atlas. (in both x and y direction)
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Re: Another question about texture bleeding...

Postby coehmig » Fri Oct 07, 2011 1:11 pm

Hi Primadawn,
that's what I meant with 5px padding.
That is the space I leave between the texture-reagions in the texture-atlas.
But the texture bleeding stays there.
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Re: Another question about texture bleeding...

Postby AlexNunn » Fri Oct 07, 2011 4:58 pm

I'm reasonably sure the padding needs to be in your graphic file itself. Just doing the padding in the atlas would give you black lines because I think the default color of the atlas is black.
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Re: Another question about texture bleeding...

Postby coehmig » Mon Oct 10, 2011 2:57 pm

Thanks for your reply!

When adding the padding in the *.png itself it seems to work (in most cases). But I'm not quite happy with this solution because I cannot use the sprites themselfes to create physical bodies depending on their size.

I'll go trying to use the texturepackerextension and let you know if this will help - because then all images are in one big png with transparent padding in it, but the image size itself stays the same.
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Re: Another question about texture bleeding...

Postby coehmig » Thu Oct 13, 2011 8:45 am

Now I tried the TexturePacker and now it works flawlessly. Maybe thats because with TexturePacker one get one big png with transparent pixels between the textures. I don't really know whats the difference here to a TextureAtlas with the TextureRegions having their own padding inside.

Now I only need to get the beeding off my fonts :D
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Re: Another question about texture bleeding...

Postby sinci08 » Sun Mar 23, 2014 6:31 pm

coehmig wrote:Now I tried the TexturePacker and now it works flawlessly. Maybe thats because with TexturePacker one get one big png with transparent pixels between the textures. I don't really know whats the difference here to a TextureAtlas with the TextureRegions having their own padding inside.

Now I only need to get the beeding off my fonts :D

After reading this post I tried TexturePacker and it solved my problem, too :). Thanks for your suggestion!
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