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As more I think about this I found it is always necessary to use texture filtering to avoid texture artifacts. It is because rasterized image which will be textured in fragment shader can have different size of pixels than pixel (texels) in texture.


If you want to avoid bleeding issues with texture atlases, you'll have to leave gaps of at least 1 pixel between the elements in your atlas. Best practice is to use 2 pixel wide gaps and repeat the colors of the neighboring element pixels in those gaps. But be careful with compression algorithms on your textures (e.g. when building to iOS, the compression ...

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