Okay the drawing method looks like this now:
public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState)
{
texture.setTextureFilter(GL11.GL_NEAREST);
color.bind();
texture.bind();
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTranslatef((int)position.x, (int)position.y, 0);
GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0);
GL11.glRotated(rotation, 0f, 0f, 1f);
GL11.glScalef(scale.x, scale.y, 1);
GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.5f/(float)texture.getTextureWidth(), 0.5f/(float)texture.getTextureHeight());
GL11.glVertex2f(0,0);
GL11.glTexCoord2f(1-0.5f/(float)texture.getTextureWidth(),0.5f/(float)texture.getTextureHeight());
GL11.glVertex2f(texture.getTextureWidth(),0);
GL11.glTexCoord2f(1-0.5f/(float)texture.getTextureWidth(),1-0.5f/(float)texture.getTextureHeight());
GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight());
GL11.glTexCoord2f(0.5f/(float)texture.getTextureWidth(),1-0.5f/(float)texture.getTextureHeight());
GL11.glVertex2f(0,texture.getTextureHeight());
GL11.glEnd();
GL11.glLoadIdentity();
}
But the "pixel lines" are still the same as on the first post.