bleed property
The bleed value for this batch item in pixels.
When greater than 0, the rendered sprite is expanded outward by this amount while keeping the source sampling region the same, which helps prevent edge artifacts (seams between tiles in a tilemap).
Note: the atlas rendering path (Canvas.drawAtlas) applies a uniform
scale derived from max(bleedScaleX, bleedScaleY) to preserve rotation.
For non-square source rects this means the shorter axis is scaled
slightly more than the requested bleed. The non-atlas path always
expands by exactly bleed pixels on every side.
Implementation
double bleed;