Hi fellow gamedev! nice to see y'all.
So I've been thinking of how to texture map a game level. I've noticed that quite a lot of game in the good ol' days use the Texture Atlas technique or some sort of variations of that. One game that I've been exploring recently was Spyro the Dragon. Spyro the dragon use the Texture Atlas technique as proven by the following youtube video
What stroke me was I saw no bleeding at all and the world looks smooth, proving that filtering is enabled. I dunno, but perhaps it was trilinear filtering. Now I wonder how it was possible. Perhaps they carefully calculate the texture coordinate but as far as I remember, the filtering should bleed the neighboring texel over. But as you can see at this video, you can see that no bleeding is visible.
How was that possible? I mean it should only work by limiting the camera angle (too low and you'll get bleeding). But as you can see in the game, the camera angle was kinda low enough that the trilinear filtering should kick in. But it didn't. How did they do it?