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PostPosted: Thu Feb 11, 2010 4:09 pm 
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The easiest way to reproduce this issue is to create an image that is completely black except for a transparent filled square in the center. Create a packed sprite sheet backed by this image such that the square is the only sprite. Since the sprite contains only transparent pixels, whenever it is rendered, nothing should be visible. Do all drawing tests on a white background. Draw it at different scales and at different angles. Make a flipped copy and do the same. Draw it at fractional locations (e.g. x = 100.1, Y = 100.3). Sometimes the completely transparent sprite will be drawn with a faint black border. It is a consequence of interpolation. Some of the black pixels in the texture outside of the border of the sprite get rendered along with it.


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PostPosted: Sat Feb 13, 2010 8:44 pm 
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This is caused by filtering modes and has come up before. Not sure what can be done about it.

Kev


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PostPosted: Sat Feb 13, 2010 10:04 pm 
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The only work around I have is to pack the sprites with sufficient padding around each sprite.


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