If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?
What happens to me sometimes is that even if things look perfect in the uv map, there's a small degree of inaccuracy and it bleeds a little bit even if not filtered. If they're being filtered(probably are unless you're working with nds), they'll blend a bit.
What I usually do is work without worrying too much, if something looks weird I can go back and fix the uv. Also, what the guys said above is true
You can use every pixel, even if you're using mip maps, so long as your UVs have no diagonal lines.
This doesn't make any sense.
Diagonal or not, if you're using mips then the model will be textured with a blurrier version of itself when you see it at a distance, which is what causes the bleeding problems.
If your game is using 'point sampling' also called 'nearest neighbor' then you probably still want at least a pixel or so of padding (or slightly-shrunk UVs). Depends on how bad the hardware is at rendering textures in perspective.
It's always the best bet is to do some testing before you spend a lot of time making assets.
I think the OP means padding along the 0-1 UVs boundaries. If your engine allows you to disable texture tiling then you don't need to worry about it. If not, you need to pad like any other shell.
Replies
What I usually do is work without worrying too much, if something looks weird I can go back and fix the uv. Also, what the guys said above is true
This doesn't make any sense.
Diagonal or not, if you're using mips then the model will be textured with a blurrier version of itself when you see it at a distance, which is what causes the bleeding problems.
If your game is using 'point sampling' also called 'nearest neighbor' then you probably still want at least a pixel or so of padding (or slightly-shrunk UVs). Depends on how bad the hardware is at rendering textures in perspective.
It's always the best bet is to do some testing before you spend a lot of time making assets.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb204825%28v=vs.85%29.aspx
Aww, I missed it. We should have a "best of spam" thread to collect these posts.