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Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.

This commit is contained in:
Juan Linietsky
2017-06-18 22:55:02 -03:00
parent 969fa3cc73
commit 0288be1e76
14 changed files with 92 additions and 41 deletions

View File

@@ -525,7 +525,8 @@ public:
CANVAS_RECT_TILE = 2,
CANVAS_RECT_FLIP_H = 4,
CANVAS_RECT_FLIP_V = 8,
CANVAS_RECT_TRANSPOSE = 16
CANVAS_RECT_TRANSPOSE = 16,
CANVAS_RECT_CLIP_UV = 32
};
struct Light : public RID_Data {