I have not looked at your uv-calculation yet, so I don't know if there is a problem.
(I always calculate the UV's by using the width and height of 1 pixel.
So:
pixelwidth#=1.0/texturewidth
pixelheight#=1.0/textureheight
To calculate a UV-position, You multiply these with the xy-position of a pixel in the texture. simple and fast.)
But! You can not have a texturesize of 1088*1088!
It must be 512,1024 or 2048!
This because of limitations of GFX-cards.
Blitz will create a 2048*2048 texture if You Try to create a 1088*1088!
Its a bummer, but using this border will prevent the "bleeding" of colours of adjacent tiles.
If You don't want to waste this space on Your texture You have to make the tiles smaller, or use the method of Fredborg
(I always calculate the UV's by using the width and height of 1 pixel.
So:
pixelwidth#=1.0/texturewidth
pixelheight#=1.0/textureheight
To calculate a UV-position, You multiply these with the xy-position of a pixel in the texture. simple and fast.)
But! You can not have a texturesize of 1088*1088!
It must be 512,1024 or 2048!
This because of limitations of GFX-cards.
Blitz will create a 2048*2048 texture if You Try to create a 1088*1088!
Its a bummer, but using this border will prevent the "bleeding" of colours of adjacent tiles.
If You don't want to waste this space on Your texture You have to make the tiles smaller, or use the method of Fredborg