sprite has alpha/shadow on top/left borders, why?

Hello,

I am building a scene with ex2d sprites and I noticed that in the left and top border, pixels get either transparent or darker, depending on which shader I use. Here is what I get: Captura de Tela 2012-01-23 ...

The fact is that my image has no alpha at all, and that 1~2pxs border of alpha cannot exist!

If I change the shader, some may have darker colors instead of alpha, but I cannot have that either!

The fact is that this happens only on the left/top borders. I am not using any lights or shadows, and I am working with ex2d sprites.

Any suggestions on what I should do to flatten those borders without any alpha or darker colors?

Thanks in advance,
Fernando.

What shader(s) are you using?

Also, what are your import settings for the textures having the problem?

I discovered a setting that ~sometimes~ solves the problem.
On the texture, I had “Repeat” set as “Wrap mode”, changing it to “Clamp” solved my problem.

Note that “solved” is very relative. It did not work on a huge texture I had as an atlas map, I had to create a smaller texture with that option and then it worked. This was kinda laborious and annoyed me a lot until I figured it out, do you know why this would happen? Changing from “Repeat” to “Clamp” may make sense, but why it would not work on a large texture, so that I needed to create a smaller atlas? weird… haha

By the way, I was using ex2D/Alpha Blended from ex2d. But that also happened with Diffuse, for instance.

Clamp will work, but only if you keep your UVs inside of the 0-1 range (otherwise it just repeats the edge-most pixels indefinitely). My guess is that ex2d may give UV values outside of the 0-1 range.

I found out =)

It was mostly fault of the “filter mode”, I changed it from “bilinear” to “point”, in addition to using wrap mode as “clamp”, and the weird border disappeared. The camera won’t get near of those textures, anyways.