I'll agree and apologize. I forgot that bleeding is also related to the blending used (https://www.youtube.com/watch?v=dU9AXzCabiM) and whether you render with non integer values. For my uses, I had to make simple 3D models of the sprites that may need depth. If any sprite was adjacent to another without space, my vertex UVs may show the incorrect pixel due to sampling error.
(just showing the 3D so this post is more interesting to look at)
It would have been fun to play with sprites that worked well with overlapping, like high grass, water, or somehow emphasize the 3D, through lighting, physics, or w/e.
(just showing the 3D so this post is more interesting to look at)
It would have been fun to play with sprites that worked well with overlapping, like high grass, water, or somehow emphasize the 3D, through lighting, physics, or w/e.