![]() # 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. |
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camera | ||
color | ||
mesh | ||
primitives | ||
render_graph | ||
render_phase | ||
render_resource | ||
renderer | ||
texture | ||
view | ||
lib.rs | ||
render_asset.rs | ||
render_component.rs | ||
settings.rs |