Controls how the sprite handles UVs that might extend beyond the bounds of the image during sampling, for example when the edge of the sprite is halfway across a pixel.
property UVBorder: Single;
By default (UVBorder=0.5) the sprite compensates for this by offsetting UV coords by 0.5 pixels inwards. However this means that the outer most pixels of the sprite's image may not show. UVBorder=0 removes this offset creating a pixel perfect reproduction of the image, but this may cause texture seams when trying to line up sprites of the same image that don't fall exactly on a whole pixel. Setting the border to 0 may also cause animated sprites, or sprites using a texture atlas, to 'steal' pixels from neighbouring images. You may also increase this effect by setting the border greater than 0.5 pixels.
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