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OrthographicProjection: place origin at integer pixel with WindowSize…
… scaling mode One way to avoid texture atlas bleeding is to ensure that every vertex is placed at an integer pixel coordinate. This is a particularly appealing solution for regular structures like tile maps. Doing so is currently harder than necessary when the WindowSize scaling mode and Center origin are used: For odd window width or height, the origin of the coordinate system is placed in the middle of a pixel at some .5 offset. Avoid this issue by rounding the half width and height values.
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