Pull nearest tilemap uvs a tenth of a texel in, 0.02 still showed lines
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 9m30s

At 0.02 texel the lines between tiles of a nearest tilemap were gone at
the zooms tried first, but still showed at others. The user raised the
inset to 0.1 by hand and checked it in the browser.

- A tenth of a texel is still far below half a texel, so the texel
  picked at every pixel centre stays the same.
- The comment names the new value.

Tests:
- tilemap.test.ts follows the value: the inset test expects 0.1/96,
  the sliver test allows up to 0.25 texel from the edge, and the quad
  test checks its uvs to 2 digits instead of 3.
- ./check.sh: 156 files, 2314 tests, CHECK EXIT 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-24 08:44:26 +02:00
1 parent 5bf1ee7a4e
commit 2592873d76
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@@ -54,8 +54,8 @@ export function tileMesh(
const half = tile / 2;
// Linear sampling needs half a texel so the blend never reaches the neighbour. Nearest needs only
// a sliver: at odd zooms a pixel centre on the quad edge can round onto the neighbour's first
// texel and draw a line. 1/50 texel keeps every picked texel the same.
const inset = sheet.smooth ? 0.5 : 0.02;
// texel and draw a line. 1/10 texel keeps every picked texel the same.
const inset = sheet.smooth ? 0.5 : 0.1;
const insetX = inset / sheet.textureWidth;
const insetY = inset / sheet.textureHeight;
let v = 0;