I'm trying to use a TextureAtlas for all my textures for better performance. Every time my game starts all my tiles are packed into one texture atlas. I have put following code into my DesktopLauncher class that does that:
TexturePacker.Settings settings = new TexturePacker.Settings(); settings.maxWidth = 512; settings.maxHeight = 512; settings.filterMin = Texture.TextureFilter.Nearest; settings.filterMag = Texture.TextureFilter.Nearest; TexturePacker.process(settings,"blocks","texturePacks","blockPack"); TexturePacker.process(settings,"items","texturePacks","itemPack");
The atlas is loaded with the asset manager and I'm getting the texture region with
It all works, but I have came across an issue. The texture is not filling the whole space anymore. It should fill a 32 by 32 pixel area, but it doesn't. Here is a picture of whats happening:
There are fine blue lines between the tiles and I don't know what I'm doing wrong. My background is blue, if that's helpful information.
I have tried so far:
Loading the texture region from the .png file directly -> no blue lines, so it is an issue with the texture packer
Changing the texture filters, but no one I have tried helped
Thanks in advance for any comments and answers!