This is a follow-up question on a previous issue I faced with a game I'm trying to make. It's in a 2D isometric perspective and the levels are created from individual tiles. A simple 3x3 map can be seen here:
The tiles are individually added to the sprite batch, and (at least, this is what I think is happening) each one get anti-aliased on their edges, resulting in a small blur which creates the thin edges that you can see in the picture.
To make matters worse, I actually want to provide a bit more complex tiles in my game than what is displayed above. For example, I want to be able to show roads. To do so, I wanted to layer multiple sprites on top of each other, resulting in the picture below:
I think you can see where I'm going here. The same problem that I described with the aliasing is now occuring aroud each texture. So sad.
I know I can use Point sampling to make the textures align pixel perfect, but even though this does work, the (relatively) high resolution textures really do not seem fit for such a setting:
I mean, these edges simply need to be anti-aliased.
So, my question to you all is: Is there a way to stitch my tiles (and tile-pieces) together in a way so that anti-aliasing does not ruin it with those annoying edges, while still being able to produce a nicely anti-aliased result?
I hope there is, and that someone here can show me how :)
Thanks,
Rutger
Edit 1: Changed the title to be more representative to the problem (I hope?)