   Sprite selection glTexCoord
  In the sprite engine I am putting together, I am intendingto use sheets of sprites (so that one 'character' objecthas all of its frames of animation in one texture). Thecurrent frame of animation is then selected with texturecoordinates. All frame dimensions are a power-of-two, asis the entire sheet itself.The question I have is: Am I going to be able to get therequired precision using glTexCoord, or is it going toleak pixels from adjacent frames? The main requirementof the engine is that it can draw hundreds of thousandsof sprites in real time, so you can understand my concernwith having to do a lot of context switching or multiple passes.Anybody got a better solution?   
  if you use GL_CLAMP in glTexParameteri i think it would work   ;  What does GL_CLAMP do? I have the technical descriptionbut not the understanding...(my books haven't arrived yet!)   ;  Ah, I sort of see it. It repeats border pixels?   ;  GL_CLAMP repeats the border pixels if you specify a texture coordinate outside the range of 0-1.But it wont help your problem when you are using sprites inside the image.I think you will have to use a small offset when using the sprites like if the first one is between 0.2 and 0.6 you can use 0.2001 and 0.5999.Maybe that may help.I had this same problem with a terrain I was coding it was also using a big texture which had all tiles inside it like grass mud rock etc.And I had leaks too.   ;  Ok, it shouldn't be a problem to do that. Each 'character'object describes the frames of animation in a structurelike this:struct region {  GLfloat x;  GLfloat y;  GLfloat w;  GLfloat h;};struct npc {  uint16 n_frames;  struct region *frames;  ...};So it should be possible to specify exact sizes at compiletime:static region npc_frames[] = {  { 0,   128, 0.2001, 0.2999, },  { 128, 256, 0.4001, 0.3999, },  ...};It'll be interesting to see how it turns out.   ;  Also,If I remember correctly turning off mipmapping was also reducing the problem.   ;  Yes, that's a given. We're not using any form of texture filteringeither. It's going to look very 1990!   ;  If you set your MIN and MAG filters to NEAREST you should be able to select exact texels with careful use of TexCoord.  Don't worry about setting CLAMP, you should never hit the border.