I am having the issue as seen below while using a textureAtlas with libgdx. I haven't found anyone else with the issue so I decided to ask here.
Here is an image of the textures in the game screen:
And to prove it's not a texture related issue, here is the spritesheet with the same background color as the game screen has applied:
Any suggestions? sorry for the sloppy write-up I am very preoccupied.
Turns out the answer has to do with alpha channels and the way they were being processed. I removed transparent pixels from the edges and it works as intended now.
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