- I draw the flowers on a simple quad. The bitmap I send to OpenGL contains no visible white.
- I use mipmaps with GL_NEAREST_MIPMAP_NEAREST.
- The bitmap is of the format GL_RGBA8. The alpha channel is either 0 or 255 (yes, I will probably switch to GL_RGB5_A1).
- The fragment shader doesn't use blending, it uses the alpha to discard pixels.
- I use GL_CLAMP_TO_EDGE for S and T.
- The color of the transparent areas are pure white (Photoshop makes it that way). I think some of this white is bleeding through. Although, a little bit of the line is black sometimes (flickering depending when turning camera).
- If I don't use mipmaps, the problem goes away.
What am I missing?