All of a sudden, I started having this problem. I've used libGDX + Photoshop before and never had this problem. One of my textures is showing up with a white border/glow around.
The texture is the black blob on the middle, which is a 256 pixels png with a few black brushstrokes I created with Photoshop, just to test it.
Everything in libGDX is on default. I haven't changed the blending function, I'm just using a SpriteBatch to render the image without any changes.
The weird thing is, some other textures I created with Photoshop, same size, RBG 8 bit color mode (just like my blob image), look fine. These are temporary textures I created by downloading a png from the web, pasting it into Photoshop, applying a solid color overlay effect to it and saving it back as a png.
Any idea what's causing this?
Edit: Here's how I'm loading my textures:
private static Texture createTexture(String fileName, boolean maxQuality, Texture.TextureWrap textureWrap) {
Texture result = new Texture(Gdx.files.internal(fileName), true);
result.setFilter(maxQuality ? Texture.TextureFilter.MipMapLinearLinear : Texture.TextureFilter.MipMapLinearNearest, Texture.TextureFilter.Linear); // TODO: Are these the best?
if(textureWrap != null)
result.setWrap(textureWrap, textureWrap);
return result;
}
texture = new TextureRegion(createTexture("data/blob.png"));
I just found out using this technique that the transparent pixels in my texture are white (1, 1, 1, 0). So I'm pretty sure the cause is a combination of this, the linear resizing and probably the blending function. Not sure what's the right way to fix it though. Don't want to change the resizing to nearest.
TextureAtlas
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