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Graphics / Re: TextureRect sometimes rendered wrong
« on: June 06, 2022, 09:59:50 pm »This can happen if your sprite isn't placed at integer pixel coordinates, pixels outside of the texture rectangle can bleed over due to floating point errors.
There's other fun that can happen such as mip maps for non-power of 2 texture regions, but that's probably not happening here (you'd need to shrink the sprite for it to happen).
Thanks, I tried flooring the position and it seems to work perfectly so far. Though I would like to have a non-int position. Is there a way to fix this without sacrificing rounding the sprite's position?