Hi Ashaman73, for sure all you mentioned is right. Anyhow the problem roots also to the point where mipmaps are created. In short: don't mipmap your complete atlas at once but each single tile for it's own. Of course you don't avoid the bleeding from filtering that way. Texture array is something I would love to use but…
The issue with bleeding comes from the texture filtering. Linear filters (standard texture filter) will consider the neighbors, which leads to the not-to-avoid one pixel bleed. But this bleed occurs on each mipmap-level. A simple example: 2x2 atlas of size 64x64 (each tile 32x32) All pixels at x or y position at the center…