I am making a simple platformer with a tile-based map. However, when the camera moves there is white flickering which I think occurs along the tile boundaries, but it is hard to tell because they flicker quickly.
What I have tried:
adding padding to my Tileset. I have 4px padding around each tile, so it's not image bleeding.
setting the TextureFilter to nearest. It was never on anything else, so Linear wasn't the culprit.
Casting the camera position to an int. While this doesn't fix the flickering it also makes my camera jerky, so this is the worst possible solution.
Setting config.useCPUSync to false and config.vSync to true. While I have set vSync to true I can't set CPUSync to false because, as far as I am aware, this is no longer an option. I get a compile time error when I try.
I am just displaying the map by calling TiledMapRendere.render(), so I don't know if the padding from my Tileset or my Nearest TextureFilter are actually being applied correctly, but that is the only possible issue in my rendering process I can think of.
Any other ideas?
Edit: So I tried rendering manually and I learned a few things.
This took me forever to figure out: everywhere else I looked gave the solutions I tried above.
What I eventually did is extruded the outer pixels by 1 the same way I would have if I expected there to be blur. I think this worked because when the tiles were scaled, the application sometimes had to choose whether to use the outer pixel or a transparent pixel (my margins) and chose a transparent pixel. So now, the margin around each tile is just another pixel of the same color, so if it chooses that pixel it looks the same to us.