Comments (2)
The issue probably that the edges are on a half pixel, so they end up getting antialiased. But I'm not sure what the right fix is here. If there wasn't another shape there the edge should get antialiased since it's not fully on the pixel.
from bevy.
The issue probably that the edges are on a half pixel
I had a similar thought and added 1px to one of the boxes and saw the same behavior. I'm not sure if that's the right way to test though.
from bevy.
Related Issues (20)
- `IntoSystemSetConfigs::chain_ignore_deferred` has wrong return type
- Lossy parse log filter if it comes from env variable
- Bevy `StateTransitionSteps` set is registered in app methods instead of states plugin HOT 1
- Custom material importing function error HOT 2
- REGRESSION: wgpu panic `BadDisplay` after winit 0.30 on Wayland OpenGL HOT 1
- Replace `RemovedComponents` with observers
- Placeholder: Clean up remaining primitives in bevy_render HOT 1
- World::inspect_entity should return an iterator, not Vec
- Add `EntityCommands::observe_self` for easier self-targeting observers HOT 6
- Add i64 and u64 implementations for bevy_render::render_resource::ShaderType HOT 1
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- Improve `CommandQueue has un-applied commands being dropped.` warning message
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from bevy.