title: LibGDX texture bleeding issue
body: <p>I'm new to LibGDX and was trying to implement parallax background.
  Everything went good until I faced such issue: I get some stripes when scrolling background. You can see it in attached image:</p>
  
  <p><a href="https://i.stack.imgur.com/f8BcX.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/f8BcX.png" alt="Texture Bleeding"></a></p>
  
  <p>So I looked deeper into an issue and figured out that this some sort of texture bleeding. But the case is that my textures already have [Linear, Nearest] filter set and TexturePacker uses <code>duplicatePadding</code>. Actually, I don't know any other methods to solve this issue. Please help!</p>
  
  <p>Here's some of my code:</p>
  
  <p><strong>TexturePacker</strong></p>
  
  <pre><code>TexturePacker.Settings settings = new TexturePacker.Settings();
  settings.minWidth = 256;
  settings.minHeight = 256;
  settings.duplicatePadding = true;
  TexturePacker.process(settings, "../../design", "./", "textures");
  </code></pre>
  
  <p><strong>AssetLoader</strong></p>
  
  <pre><code>textureAtlas = new TextureAtlas(Gdx.files.internal("textures.atlas"));
  
  for (int i = 0; i &lt; 2; i++) {
      Background.skies.add(textureAtlas.findRegion("background/sky", i));
      Background.skies.get(i).getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest);
  }
  
  for (int i = 0; i &lt; 2; i++) {
      Background.clouds.add(textureAtlas.findRegion("background/cloud", i));
      Background.clouds.get(i).getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest);
  }
  
  for (int i = 0; i &lt; 8; i++) {
      Background.cities.add(textureAtlas.findRegion("background/city", i));
      Background.cities.get(i).getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest);
  }
  
  Background.moon = textureAtlas.findRegion("background/moon");
  Background.forest = textureAtlas.findRegion("background/forest");
  Background.road = textureAtlas.findRegion("background/road");
  
  Background.moon.getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest);
  Background.forest.getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest);
  Background.road.getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest);
  </code></pre>
  
  <p><strong>BackgroundDrawer</strong></p>
  
  <pre><code>private void drawParallaxTextureList(Batch batch, List&lt;TextureAtlas.AtlasRegion&gt; list,
                                       float moveX, float posY) {
      for (int i = 0; i &lt; list.size(); i++) {
          boolean needDraw = false;
  
          float shift = GameScreen.VIEWPORT_WIDTH * i;
          float drawX = 0.0f;
  
          if (shift - moveX &lt;= -(GameScreen.VIEWPORT_WIDTH)) { // If it's behind the screen
              if (i == 0) { // If it's first element
                  if (moveX &gt;= GameScreen.VIEWPORT_WIDTH * (list.size() - 1)) { // We need to show first after last
                      needDraw = true;
                      drawX = (GameScreen.VIEWPORT_WIDTH) - (moveX - ((GameScreen
                              .VIEWPORT_WIDTH) * (list.size() - 1)));
                  }
              }
          } else if (shift - moveX &lt; (GameScreen.VIEWPORT_WIDTH - 1)) {
              needDraw = true;
              drawX = shift - moveX;
          }
  
          if (needDraw) {
              batch.draw(list.get(i), (int) drawX, (int) posY);
          }
      }
  }
  </code></pre>
  
  <p><strong>NOTE:</strong> I don't use any camera for drawing right now. I only use <code>FitViewport</code> with size of <code>1920x1280</code>. Also, bleeding sometimes appears even in FullHD resolution.</p>
  
  <p><strong>UPDATE:</strong> Setting both <code>Nearest</code> filters for minification and magification with increasing <code>paddingX</code> and disabling antialiasing solved issue, but final image become too ugly! Is there way to avoid disabling antialiasing? Because without it, downscale look awful.</p>