In my current project I’m scaling the screen through the ViewportAdapters of Monogame.Extended and their generated Matrix.
As a side effect of scaling the viewport size down, the adjacent pixels of the edges of my sprites bleed over into the sprites itself(or into their area of the spritesheet).
I suppose that happens because of incorrectly rounded UV-Coordinates after multiplying with the ViewportAdapter Matrix.
Can anybody help me with this situation?!