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Feb
1
awarded  Yearling
Nov
16
awarded  Nice Answer
Feb
5
awarded  Custodian
Feb
5
reviewed Excellent Why are some objects not rendering properly?
Feb
1
awarded  Yearling
Jan
13
revised Detect touch for android…for unity 3d
References to local files not helpful
Jan
13
reviewed No Action Needed Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?
Jan
13
reviewed Reviewed Repeatedly Shooting Bullets
Jan
13
reviewed Reviewed Detect touch for android…for unity 3d
Jan
13
suggested suggested edit on Detect touch for android…for unity 3d
Jan
13
comment How do I spawn enemies with a delay using threads?
I personally think this is a better way to do it. Mostly because I don't like to sleep threads myself. stackoverflow.com/a/4044793/838023
Jan
12
awarded  Custodian
Jan
12
reviewed No Action Needed Entity systems with mixed responsibilities (eg render + handle input)
Jan
12
reviewed Reviewed RTS game unit damage & defense calculation
Jan
12
reviewed No Action Needed Peer-to-peer hostless competitive games of chance?
Jan
10
comment How to avoid texture bleeding in a texture atlas?
I also was going to suggest CLAMP like @Kylotan, i never use REPEAT unless for a specific reason. I see the same thing but if its still there without Mipmap enabled, its a resampling issue causing the artificat, not matter what level mip is being used/not used.
Jan
10
comment How to avoid texture bleeding in a texture atlas?
Can you use aniso at all? GL_TEXTURE_MAX_ANISOTROPY_EXT that might help some..
Jan
10
comment How to avoid texture bleeding in a texture atlas?
Have you looked at this article? gregs-blog.com/2008/01/17/…
Jan
10
comment How to avoid texture bleeding in a texture atlas?
I think this is due to how the system is downscaling the texture in your min filter. It may look like a mipmap issue since it's exaggerated by distance but that to me indicates resampling rules set in the min filter?
Jan
8
comment How to avoid texture bleeding in a texture atlas?
I had this problem before and it was solved by adding 1-2 pixel padding in your atlas between each different texture.