Pixel Bleeding?

Hello!

I build a map with Tilemap Phaser classes and I have this problem (see black block and white lines):

pixel-bleeding

  • I use Tiled for create my maps & use my tilesets with individual tiles. I use 32x32 tiles.
  • Later, I run tile-extruder for extrude my current tileset and avoid pixel bleeding. Also update my code with map.addTilesetImage("tileset", "tileset-extruded", 48, 48, 1, 2); and with new extruded texture.
  • In Phaser, scale to 3 tiles and sprites, using pixelArt: true and roundPixels: true. Really I need this scale (2 is too small, and 4 is too big).

All works fine, but only fails when move Camera (and not always, only some times). Also, looks fail only with black/white textures.

How can I fix this?

I use startFollow() with player and second parameter (roundPixels) is true, but I see that camera scrollX & scrollY shows .5 values sometimes (when fails). My player move with Velocity & AR physics.

With roundPixels as true, Phaser should round this values? or I missing something?