Hi, I'm working on a little (isometric 3D) mobile game at the moment and tested around with textures. I wanted to make a bigger texture sheet for some smaller textures and encountered the good old seams. My first thought was to insert padding, but it seems a little strange to me by this type of rectangular seamless…
Well yeah that's the simpliest and lighter way. Bleeding is always an issue unless you have no filtering and mipmaps. There's a way with shader instructions to wrap fragments of a texture on themselves but thats probably a bit costy for mobile.