I want to avoid texture bleeding with mipmapped texture atlases.
What I already use is some kind of uv-offset inside the shader. But this helpes just for the first mipmap level. Higher levels would need a ridiculous high offset.
So atm I'm more looking into a way of mipmapping each tile of the atlas by it's own. That way the borders between the texture tiles keep sharp and I just get the not-to-avoid one pixel bleed.
Here is a short article about it texture-atlases-wrapping-and-mip-mapping/
I'm peparing the textures in substance designer. So I'm wondering if I could do it there. Or maybe some standalone tool which combines several dds files into a big one.
Any insight appreciated