Hi,
I'm working on a little (isometric 3D) mobile game at the moment and tested around with textures. I wanted to make a bigger texture sheet for some smaller textures and encountered the good old seams.
My first thought was to insert padding, but it seems a little strange to me by this type of rectangular seamless environment textures.
I would like to know if this is the right way to solve the seams?
Thanks in advance!
Screenshot:
Texture without padding:Texture with padding:Just to show the actual texture parts:
Replies
There's a way with shader instructions to wrap fragments of a texture on themselves but thats probably a bit costy for mobile.
If you are using a 128x128 px per square, just paint ur tile using 124x124, and u will have 2 pixels of room for padding. You will unfortauntely have to plan yourself for those things. This way you will be able to have filtering. As Noors said, turn off mipmapping.
I'm using Max by the way.
Thanks for the great help!