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TilemapGPULayer render issue causing lines between tiles #7317
I have a hard time rendering a tilemap correctly utilizing a TilemapGPULayer. No matter if I try to use an adjusted tileset that makes use of extruded tile borders or not, there are issues rendering the layer. using a normal layer works normally.
My findings:
having mipmapFilter: "LINEAR_MIPMAP_LINEAR" in the game config breaks stuff (hello old friend, i missed having issues caused by you)
having a tilemap gpu layer instead of a normal layer breaks stuff in bubbits for me in any case, even without that mipmapFilter
going for 4096x4096 texture size for the tileset (as advised) makes it very difficult to have margin and spacing that perfectly fits tile count and those target dimensions. (maybe you can math how to do it correctly) but did not lead to less lines showing for me ingame when i just forced correct dimensions via image canvas size (did lead to phaser warning of not fitting number of tiles)
Example Test Code
Maybe this codepen is a good starting point to get down to these render issues, it shows different kinds of tilemaps, both normal and gpu using both, sets with and without margin and spacing.
Using TilemapGPULayer you definitely shouldn't use margin, spacing or tile bleeding/extrusion. It does that automatically in the shader, so I fully expect it to cause all kinds of issues along the seams if that is baked into the tileset itself.
Hi @photonstorm , please have a look at the codepen i linked. the tilemap all the way on the right that uses a GPUTilemap without spacing or padding. Then at the code at lines 370 and 371. if you switch the mipmapFilter: from "LINEAR_MIPMAP_LINEAR" to "LINEAR", the rendering issues are gone. Is using mipmapFilter: "LINEAR_MIPMAP_LINEAR" not possible with GPUTilemap layers? Is there a known workaround? Thank you!
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photonstorm commentedon Jun 19, 2026
Using TilemapGPULayer you definitely shouldn't use margin, spacing or tile bleeding/extrusion. It does that automatically in the shader, so I fully expect it to cause all kinds of issues along the seams if that is baked into the tileset itself.
saintflow47 commentedon Jun 19, 2026
Hi @photonstorm , please have a look at the codepen i linked. the tilemap all the way on the right that uses a GPUTilemap without spacing or padding. Then at the code at lines 370 and 371. if you switch the mipmapFilter: from "LINEAR_MIPMAP_LINEAR" to "LINEAR", the rendering issues are gone. Is using mipmapFilter: "LINEAR_MIPMAP_LINEAR" not possible with GPUTilemap layers? Is there a known workaround? Thank you!