Grunt Posted August 23, 2018 Share Posted August 23, 2018 Hello, I'm having issues with the rendering of 16 textures split across 16 segments of a sphere (as a work around the mobile 4k texture limit). As you can see here : https://playground.babylonjs.com/#QMSP9E#1 the meshes create seams in between each sphere segments. I can't seem to find a fix for that, do you guys have any clue ? Here's a picture for reference Quote Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2018 Share Posted August 23, 2018 Hello this is expected and this is because of texture filtering. When reaching the border of every texture the system generate a seam. You need to play with UV to avoid this last pixel Quote Link to comment Share on other sites More sharing options...
Grunt Posted August 23, 2018 Author Share Posted August 23, 2018 Thanks for the quick response Looking at the Texture class it seems I can play a bit with the UVs with the uScale and vScale properties, but that doesn't seem to fix the issue (or I'm not fixing it correctly hehe). Quote Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2018 Share Posted August 23, 2018 Perhaps you could repro the issue in the playground? This will be easier to hack together Quote Link to comment Share on other sites More sharing options...
Grunt Posted August 23, 2018 Author Share Posted August 23, 2018 Seems like the formatting didn't work in the first post. Here it is: https://playground.babylonjs.com/#XXRWJB#1 Quote Link to comment Share on other sites More sharing options...
Guest Posted August 24, 2018 Share Posted August 24, 2018 Something along this line: https://playground.babylonjs.com/#XXRWJB#2 Grunt 1 Quote Link to comment Share on other sites More sharing options...
Grunt Posted August 24, 2018 Author Share Posted August 24, 2018 Thanks that worked I didn't try to change the offset prior to this. I had to tweak the numbers a bit to get a better pixel match between tiles: mat.emissiveTexture.uScale = 0.998; mat.emissiveTexture.vScale = 0.998; mat.emissiveTexture.uOffset = 0.001; mat.emissiveTexture.vOffset = 0.001; (I changed my textures so I don't have to mirror them) Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 24, 2018 Share Posted August 24, 2018 beat me to it, I was gonna tell you to do what you just did to match stuff up. welcome to the BJS community btw. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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