The best way to forbid rotation in Matter.js engine

Hello. I am using matter.js. To forbid the rotation of the player, I set its angular velocity to zero in update(). Is this the standard way to do that ?

update (time, delta)
{
    this.player.setAngularVelocity(0);
...
}

And when I move the layer, small gaps appear between tiles as the figure shows below. (Here I use some static shapes for collision detection). In this topic, it’s metioned that this is the pixel bleeding. Is this still a problem is webGL ? I didn’t find this phenomenon in the examples provied by phaser3.
image

I think people have used infinite angular inertia for that.

The tile problem can depend on the camera view sometimes.

OK, thanks.
Then what shoud I do to the camera view ? I find this problem happens if I make the camera follow the player. If I just scroll the view like below, it won’t happen.

this.cameras.main.setBounds(0, 0, map.widthInPixels, 600);
        const controlConfig = {
            camera: this.cameras.main,
            left: this.cursors.left,
            right: this.cursors.right,
            speed: 0.5
        };
        this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);

And I can only find a inertia property in the player.body, there is no angular inertia exists.
image

I find a phase3 example: Tilemap > collision > matter platformer modify map
In this example, rotation forbidding is achieved by using the setFixedRotation() function on the sprite.
Also, in this example, it uses a smoothMoveCameraTowards() function to make the camera follow the player. If I change it to

this.cameras.main.startFollow(this.player);   

gaps also appear between tiles. So I guess this maybe a solution.