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has been fixed with latest update. There seem to be many possible reasons for texture bleeding, but it's mainly because of the TileAtlas. If mipmapping or multisampling is enabled OpenGL might blend/intepolate the texture at the edges so that pixels of the next texture get visible. Disabling multisampling with glDisable(GL_MULTISAMPLE) fixed this issue. Soultion found at: https://stackoverflow.com/questions/6488131/artifacts-when-enabling-4x-msaa-anti-aliasing-on-ipad-ios/6488465#6488465
answered by Nicol Bolas
Not entirely shure why, but the texture bleeding is back again... Might be good to check in an older version (before any kind of transparency was introduced) if it was really fixed or if I just didn't see it
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At ceratain agnles white stripes occour at the edges of blocks. They are nor visible all the time but still annoying.
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