Textures have lines between them.

Alright, so I’m trying to draw a tile map, but the tiles have lines between them from the textures being ever so slightly off. How can I fix this? This is my glinit:


GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
        GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
        GL11.glClearColor(0.0f, 1.0f, 0.0f, 0.0f); // Black Background
        GL11.glClearDepth(850.0); // Depth Buffer Setup
        GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
        GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do

        GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
        GL11.glLoadIdentity(); // Reset The Projection Matrix

        // Calculate The Aspect Ratio Of The Window
        GLU.gluPerspective(
          45.0f,
          (float) displayMode.getWidth() / (float) displayMode.getHeight(),
          0.1f,
          850.0f);
        GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix

        // Really Nice Perspective Calculations
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
        		GL11.GL_LINEAR);
        GL11.glTexParameterf( GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Blending Function For Translucency Based On Source Alpha Value ( NEW )
        GL11.glEnable(GL11.GL_BLEND);

Here’s a screenshot to show what I’m talking about: http://i.min.us/idq2Kc.png

Use a one-pixel border on your textures. There’s a parameter you can use when binding the texture, but IME it works better to just define the tex coords as one pixel inside the texture.