Texture Inaccuracy - Sprite's?

Hello There,

I have been using OpenGL for a while now. Most of my games use a single texture with loads of sprites on it (spritesheet) and these get loaded using the following code:


        //Draw
        glBindTexture(GL_TEXTURE_2D, tex);  ///Binds the Spritesheet Texture
        glBegin(GL_POLYGON);
        glTexCoord2f(tx,           ty);                    glVertex2f(x,y);
        glTexCoord2f(tx+32,        ty);                  glVertex2f(x+32,y);         ///The +32 is the W and H.
        glTexCoord2f(tx+32,        ty+32);             glVertex2f(x+32,y+32);
        glTexCoord2f(tx,           ty+32);               glVertex2f(x,y+32);
        glEnd();
        
        //Flip
        glMatrixMode(GL_TEXTURE);
        glLoadIdentity();
        glScalef(1/uno, -1/dos, 1.0);  ///Scales the Texture to make pixels accurate.

My problem is - when I use this, my Sprite’s have strange bleeding gaps (Bear in mind, I cannot use spaces due to toolkit limitations) - Here is a picture of the spritesheet and the game when run:

Spritesheet:

Game:

How do I fix this?

Thanks In Advance,
Matt

P.S - You guys have been a big help with my previous questions.

Are you using linear filtering? Since there is no minification/magnification happening in your application you can use nearest filtering. Or adjust s texture coordinates by +/-0.5/textureWidth (i.e. 1/2 pixel) and t texture coordinates by +/-0.5/textureHeight, so that you don’t accidentally sample texels that are part of the next sprite.