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Artifact rendering sprite loading from spritesheet


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The pixels don't exactly spill over into your desired frame, you are actually using pixel info outside of your frame.  With scaling, the sampling of the source pixels isn't always constrained to your frame, under the right conditions (scale/antialiasing  mode etc) it will sample the pixels neighbouring your frame boundary.


This isn't a new thing, it's been wasting a lot of time for a lot of people since forever.  You will most often get away with just a single pixels worth of nothingness (zero alpha) inbetween your frames.  You won't need this at the edge of the graphic unless texture wrapping is being applied.

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