# Pixel Bleeding?

**URL:** <https://phaser.discourse.group/t/pixel-bleeding/5194>\
**Category:** Phaser 3\
**Created:** [February 15, 2020, 2:16am UTC](https://phaser.discourse.group/t/pixel-bleeding/5194 "2020-02-15T02:16:10Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Manz](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/manz/32/2658_2.png) [@Manz](https://phaser.discourse.group/u/Manz)\
**Post date:** [February 15, 2020, 2:16am UTC](https://phaser.discourse.group/t/pixel-bleeding/5194/1 "2020-02-15T02:16:10Z")

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Hello!

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

![pixel-bleeding](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/e/ef145a5af5ebda8556e0ec74397bfa941d930a0c.gif)

- I use Tiled for create my maps & use my tilesets with individual tiles. I use 32x32 tiles.
- Later, I run [tile-extruder](https://github.com/sporadic-labs/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?
