Mesh rendering artifacts

I’m implemented isometric tilemap using mesh component (this is basically a bunch of quads with with different position and texture position) and noticed sometimes mesh have rendering artifact like below:

also you can notice gaps between quads if you scroll camera.

It is what called “texture bleeding“?

Are you extruding your textures in the atlas?

Is this a pixel perfect game?

You could try rendering to a pixel perfect render target, then upscaling that to fit your viewport. There’s an example you can adapt of this in the lowrez template.

its just 512x512 texture without extruding.

not pixel perfect, 180x320 upscaled to window size.

It is possible to use texture atlases with meshes so you can do that and have the atlas extrude the edges.

something like:

  1. load texture
  2. make atlas
  3. copy texture params to atlas
  4. extrude tile borders 1 - 2 pixels
  5. apply atlas to mesh?

I mean you can put textures into an atlas in defold editor and then use that data at runtime on meshes. I have not tried the steps you suggested before but it may be possible to do at runtime too.