OpenGL ES 2.0 has serious precision issues with texture sampling - I\'ve seen topics with a similar problem, but I haven\'t seen a real solution to this \"distorted Open
This is the usual texture atlas problem. There is no setting to limit the linear interpolation in mid-texture. That's how the hardware works.
You can work around the issue by using nearest filter texture lookup in a fragment program which calculates the texture lookup modulo your texture tile size and position and does its linear filtering manually.