Thank you for your reply,
What you describe about insetting the texcoords is what I meant by fudging the UVs
Unless I’m misunderstanding you, this results in “squashed” pixels along the sprite borders, you can see the colored pixels are noticeably thinner than the rest of the sprite pixels which is not an effect that I want. (Of course, I could simply reduce the amount I’m cutting off, but then the squashing is still there, just lessened.)
As for ensuring anisotropic is disabled, as far as I know, I only have GL_NEAREST filter on everything, or are you referring to something else?
Is there another way to solve this? I would even be happy with some kind of hard-coded cheesy brute-force check in the frag shader which can detect, “HEY, that pixel you accessed just went out of bounds of that specified UV area! Discard it instead.” or something, but I’m unsure how I’d do that.
