glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); //helps 2 sides.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//Create 32 bpp texture that has an alpha channel that acts as a mask. The alpha channel in the image is set to 0 for every area on the image that is pink.
You have been told repeatedly and at length what the problem is in other threads on this site and at gamedev.
Either fix your source image or resolve your zbuffer issues with a depth sort.
Post a screenshot and we’ll be able to tell you which is the problem.
One fix (if your content is OK) is to disable blending altogether but keep the alpha test, you won’t get soft edges but you won’t have any depth vs blend sort conflicts. One game which does this for example is World of Warcraft if you look at all the vegetation.
I think you are thinking of the halo problem around the outline of the character shape. That was fixed with the flood fill. This is the same EXCEPT it’s on the outer edge of the image and flood filling can’t fix it because it is straight lines running along the side and bottom of the image caused by GL_LINEAR overflow.