Hello, I actually have 2 little questions:
First, I'm making a 2D isometric tile engine, and, as I experienced it before with OpenGL, giving a float position to a textured quad will result in a white border around it, which is quite unappealing... I'm having the same problem with SFML right now.
Do you know any way around this?
Second, I wondered what's the most efficient way of selecting only visible sprites in my tilemap?