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I am having the issue as seen below while using a textureAtlas with libgdx. I haven't found anyone else with the issue so I decided to ask here.

Here is an image of the textures in the game screen: enter image description here

And to prove it's not a texture related issue, here is the spritesheet with the same background color as the game screen has applied:

enter image description here

Any suggestions? sorry for the sloppy write-up I am very preoccupied.

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  • \$\begingroup\$ This may be the same problem as this question on SO (haven't used TextureAtlas before so not entirely sure) \$\endgroup\$ Jun 18, 2016 at 20:07

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Turns out the answer has to do with alpha channels and the way they were being processed. I removed transparent pixels from the edges and it works as intended now.

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