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.
I feel like I’ve seen this before but I just can’t remember. I guess the low hanging fruit to check would be your SamplerState. Are you set to PointClamp in the appropriate SpriteBatch.Begin(…) call for where those sprites are rendered?
Yes, the SamplerState is being set to PointClamp. My temporary solution would be to just create a transparent border around all sprites, so the bleed-in would be transparent. Doesn’t really help me with with tiles tho.
Maybe theres some way of messing with the SamplerState further?
Sorry for the rushed answer, I tried it out further and it only sort of works.
While the texture bleeding on the player sprite is gone, the bleeding in my tilemap is still present unfortunately. However only if I move the camera. If it doesn’t move, everything looks fine.