I wrote about this topic once, but there was no nice solution. So I thought I might try again.
So the problem is that my textures bleed. I see pixels on my squares I should not. This happens once I use float precision instead of pixel precision for rendering stuff (stuff is put into float precision, not int).
If you didn’t get that I’m using atlas (i specify certain part of texture as my tex coordinates) so yea.
Is there a way to make like a “sub-texture” so it “limits” which pixels it can pick from texture? This is really annoying problem…
I could just switch back to int precision, but then stuff looks shit when scrolling.
Maybe I could do that in fragment shader when specifying color there or something?