I’ve posted this on the Libgdx forums without much luck:
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=11688&sid=927deea3ddfa3bc92c1f5e35050f2213
I’m trying to create a puzzle game where the tiles are separated by padding. This padding is shown via the background color showing through between the tiles.
To try and debug this I created a separate project and stripped everything from my game. The new test project is basically the LibGDX demo with some Textures being created in a table format via a double for loop.
When I create a simple board with no logic and just basic Libgdx Textures my problem shows through. It creates a padding between the tiles that varies by a number of pixels. Sometimes there are several lines thicker than other lines.
The textures are added via a double ‘for’ loop and their positions are set with a constant relative to the x and y of the for loops.
I don’t believe this is bleed-through, I am using single textures and the Nearest Texture filter.
I posted it in the OpenGL forum, because I think this is due to OpenGL.
I am out of ideas, I really need a nudge in a new direction.
Here is an example: