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Fix region_filter_clip_enabled
to avoid sprite bleeding for interpolated sprite sheets
#97602
Fix region_filter_clip_enabled
to avoid sprite bleeding for interpolated sprite sheets
#97602
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I marked this PR as a draft because I think it might be worthwhile to update the description of EDIT: I found existing documentation in AtlasTexture.xml for the same feature, so I updated the documentation in Sprite2D.xml to match. |
region_filter_clip_enabled
to avoid sprite bleeding for interpolated sprite sheets
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The final step before merging is to squash all the commits together so that the whole PR only contains 1 big commit with all your changes. We like to merge one commit at a time to keep the git history clean and navigable. If you don't know how to do that, we have a helpful tutorial in the official documentation https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html#the-interactive-rebase |
…o do so In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
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Makes sense to me, thanks! I went ahead and squashed the commits. |
Based on the latest build error, I believe the "Android / Template arm32" check needs to be rerun, as the failure seems intermittent and unrelated to my changes. I don't believe I have permission to do this myself. EDIT: Thanks for rerunning the checks! |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Cool, it's nice to see people working on the bugs we find eventually. Keep up! |
Fixes #87847
This PR modifies the fix done in #12828 to reintroduce the
half_texpixel
offset but fix the bug in the original implementation that led to #11417.My understanding is that the intent of this code was originally to clamp the UV-coordinates to the centers of the outermost texels, which achieves the desired effect of avoiding any sprite bleeding caused by linear interpolation. I believe this was conceptually correct, but a math error resulted in #11417.