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…
Hey! I want to avoid texture bleeding with mipmapped texture atlases. What I already use is some kind of uv-offset inside the shader. But this helpes just for the first mipmap level. Higher levels would need a ridiculous high offset. So atm I'm more looking into a way of mipmapping each tile of the atlas by it's own. That…