You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-15 13:51:40 +00:00
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:
@@ -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 {
|
||||
|
||||
Reference in New Issue
Block a user