Evak
02-06-2008 22:14:25
Hi, I have been trying to make all the tile wall pieces in my game share the same material and static geometry.
I've mostly succeeded, instead of tiling single tiling textures, I've tweaked the UV's to tile the textures on one shared texture atlas. The problem I'm having is that the filtering/blending at the seams shows through in the distance. You can see in the screenshot, where there is dirt colored grid in the far distance highilghten in green.
I was wondering if there are any tricks to overcome this problem. I've tried pulling the UV's in extra pixels but even 4 pixels (which does help somewhat) doesn't get rid of the problem.
I've mostly succeeded, instead of tiling single tiling textures, I've tweaked the UV's to tile the textures on one shared texture atlas. The problem I'm having is that the filtering/blending at the seams shows through in the distance. You can see in the screenshot, where there is dirt colored grid in the far distance highilghten in green.
I was wondering if there are any tricks to overcome this problem. I've tried pulling the UV's in extra pixels but even 4 pixels (which does help somewhat) doesn't get rid of the problem.