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[SOLVED] Atlas UV issue


Kefniark
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Hello o/

Since few days, I have a weird visual artifact that bug me and I cant find if I'm doing something wrong or if it's a BabylonJS issue.

1398753419_ScreenShot2018-07-17at7_20_37PM.thumb.png.fe636b6473e9fec4ce400eaff12141c5.png

This demo show different setup with 5x5 quad next to each other.

https://www.babylonjs-playground.com/#WDLERZ

If I use a simple texture, everything looks fine and I can use seamless textures without trouble.
But at the moment I try to use an atlas and set the UVs, I get weird line between my tiles. And this persist even if I merge all meshes together.

Is there something special in BabylonJS about Uvs that I don't get ? 

Does anyone know where these line come from and how to make them disappear?

Thank you

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Hello this is not a bug but more how texture sampling works:

https://www.babylonjs-playground.com/#WDLERZ#1

Because of filtering the pixels around every pixel are sampled to produce the bilinear filtering. Not a problem when you are on full picture size but when they are pixel outside you have to compensate

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Ha ok, I though about that but it was happening with every type of sampling (nearest, trilinear), so I kinda excluded this hypothesis.

Is there any clean way to compensate for it or is it magic value based only?
Even if its less visible, it's still there with really low camera angle

lines.jpg

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