Bugfix: Clear the atlas texture before combining quads.

This commit is contained in:
Juke
2026-09-09 16:46:21 +02:00
parent b2a005356d
commit 3ad2a3cf67
@@ -521,6 +521,13 @@ namespace MA_TextureAtlasserPro
name = atlas.name + "_" + atlas.textureGroupRegistration[i].name
};
//A new Texture2D is uninitialised, and MA_Combine2D only writes inside each quad's
//guiRect, so every texel no quad covers keeps whatever was left in the buffer. That
//garbage is opaque enough to survive an alpha cutoff and bleeds into the quads
//through the mip chain, so clear the atlas to transparent black before combining.
newTexture.SetPixels32(new Color32[newTexture.width * newTexture.height]);
newTexture.Apply();
foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
{
if (q.textureGroups != null && q.textureGroups[i].texture != null)