Ashley
can this method i use for fixing seams in individual sprite tiles, not be used for tilemap?
example 16*16 tiles / resizing-scale canvas and zooming works
https://dl.dropboxusercontent.com/u/616 ... index.html
to convert this method to tilemap, i think something like this needs to happen.
so it would need a new generated/adjusted texture and tiles should be created with keeping the generated size in mind. (if you want to keep to size2 rule)
split image in array, tiles need to stay in displayorder of the sourcetexture, add 1px transparent border to each tile and fill this surrounding border with the vertical and horizontal adjacent pixelcolor of the tile (what essentialy is the fix for spritetiles) (actually if this works perfectly the displayorder shouldn't matter, but i cant test this because i only have 1 pixel padding per 2 tiles on exported map, so displayorder (grouped tiles) is essential in this case, and is also reason why i couldn't get it to work the first times)
the tiles in the end, use the correct size but use the coordinates of the padded tiles.
this will remove bleeding, will not show the transparent seam, plus if color value's mix on border of tile, it will mix same color of the padded border, so not visible.
the tilemap could use the generated texture to pick from, the array should be thesame, but could display it without the padding.
any reason why this should not work?