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### #ActualPlerion

Posted 10 September 2012 - 11:55 PM

Hello everybody

My problem is actually described completely with the following picture:
[img]http://imagr.eu/up/5...1200d9b8163.jpg[img]

As you can see the border of all the chunks (each of them is one draw-call) is visible. As i have observed its repeating a tiny part from below on top and from right on the left which means the texture begins to repeat somehow.

Of course for me it seems to be a problem with the texture coordinates as the sampler sets AddressU and AddressV to Wrap which means the texture gets repeated beyond 1 and below 0 and thats exactly whats happening. So i checked my function that generates the texture coordinates which looks like that:
[source lang="csharp"] private static void LoadTexCoords() { uint counter = 0; float tx, ty; // 17 rows of vertices for (int j = 0; j < 17; ++j) { // All even rows have 9 vertices, the odd ones only 8 and are shifted half the unitsize into the middle for (int i = 0; i < (((j % 2) != 0) ? 8 : 9); ++i) { tx = (float)i; ty = (float)j * 0.5f; if ((j % 2) != 0) tx += 0.5f; TexCoords[counter, 0] = tx; TexCoords[counter++, 1] = ty; } } }[/source]

Just a quick explanation:
Im repeating the texture 8 times on the chunk. The vertices are aligned the following way:
x     x     x     x     x     x     x     x     x
x     x     x     x     x     x     x     x
x     x     x     x     x     x     x     x     x
x     x     x     x     x     x     x     x
x     x     x     x     x     x     x     x     x
x     x     x     x     x     x     x     x
...


After all i couldnt find an error with the coordinates or why they would repeat once more at the end. All the last vertices have either u or v set to 8.

In my shader i have the following:
[source lang="cpp"]sampler BlendSampler1 = sampler_state{ texture = <blendTexture1>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};[/source]
Does anyone have a clue where the error could come from or if my calculations are wrong for the texture coordinates?

Plerion

### #6Plerion

Posted 10 September 2012 - 11:54 PM

Hello everybody

My problem is actually described completely with the following picture:
[img]http://imagr.eu/up/5...1200d9b8163.jpg[img]

As you can see the border of all the chunks (each of them is one draw-call) is visible. As i have observed its repeating a tiny part from below on top and from right on the left which means the texture begins to repeat somehow.

Of course for me it seems to be a problem with the texture coordinates as the sampler sets AddressU and AddressV to Wrap which means the texture gets repeated beyond 1 and below 0 and thats exactly whats happening. So i checked my function that generates the texture coordinates which looks like that:
[source lang="csharp"] private static void LoadTexCoords() { uint counter = 0; float tx, ty; // 17 rows of vertices for (int j = 0; j < 17; ++j) { // All even rows have 9 vertices, the odd ones only 8 and are shifted half the unitsize into the middle for (int i = 0; i < (((j % 2) != 0) ? 8 : 9); ++i) { tx = (float)i; ty = (float)j * 0.5f; if ((j % 2) != 0) tx += 0.5f; TexCoords[counter, 0] = tx; TexCoords[counter++, 1] = ty; } } }[/source]

Just a quick explanation:
Im repeating the texture 8 times on the chunk. The vertices are aligned the following way:
x	x	x	x	x	x	x	x	x
x	x	x	x	x	x	x	x
x	x	x	x	x	x	x	x	x
x	x	x	x	x	x	x	x
x	x	x	x	x	x	x	x	x
x	x	x	x	x	x	x	x
...


After all i couldnt find an error with the coordinates or why they would repeat once more at the end. All the last vertices have either u or v set to 8.

In my shader i have the following:
[source lang="cpp"]sampler BlendSampler1 = sampler_state{ texture = <blendTexture1>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};[/source]
Does anyone have a clue where the error could come from or if my calculations are wrong for the texture coordinates?

Plerion

### #5Plerion

Posted 10 September 2012 - 11:54 PM

Hello everybody

My problem is actually described completely with the following picture:
[img]http://imagr.eu/up/5...1200d9b8163.jpg[img]

As you can see the border of all the chunks (each of them is one draw-call) is visible. As i have observed its repeating a tiny part from below on top and from right on the left which means the texture begins to repeat somehow.

Of course for me it seems to be a problem with the texture coordinates as the sampler sets AddressU and AddressV to Wrap which means the texture gets repeated beyond 1 and below 0 and thats exactly whats happening. So i checked my function that generates the texture coordinates which looks like that:
[source lang="csharp"] private static void LoadTexCoords() { uint counter = 0; float tx, ty; // 17 rows of vertices for (int j = 0; j < 17; ++j) { // All even rows have 9 vertices, the odd ones only 8 and are shifted half the unitsize into the middle for (int i = 0; i < (((j % 2) != 0) ? 8 : 9); ++i) { tx = (float)i; ty = (float)j * 0.5f; if ((j % 2) != 0) tx += 0.5f; TexCoords[counter, 0] = tx; TexCoords[counter++, 1] = ty; } } }[/source]

Just a quick explanation:
Im repeating the texture 8 times on the chunk. The vertices are aligned the following way:
x	x	x	x	x	x	x	x	x
x	x	x	x	x	x	x	x
x    x    x    x    x    x    x    x    x
x    x    x    x    x    x    x    x
x    x    x    x    x    x    x    x    x
x    x    x    x    x    x    x    x
...


After all i couldnt find an error with the coordinates or why they would repeat once more at the end. All the last vertices have either u or v set to 8.

In my shader i have the following:
[source lang="cpp"]sampler BlendSampler1 = sampler_state{ texture = <blendTexture1>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};[/source]
Does anyone have a clue where the error could come from or if my calculations are wrong for the texture coordinates?

Plerion

### #4Plerion

Posted 10 September 2012 - 11:53 PM

Hello everybody

My problem is actually described completely with the following picture:
[img]http://imagr.eu/up/5...1200d9b8163.jpg[img]

As you can see the border of all the chunks (each of them is one draw-call) is visible. As i have observed its repeating a tiny part from below on top and from right on the left which means the texture begins to repeat somehow.

Of course for me it seems to be a problem with the texture coordinates as the sampler sets AddressU and AddressV to Wrap which means the texture gets repeated beyond 1 and below 0 and thats exactly whats happening. So i checked my function that generates the texture coordinates which looks like that:
[source lang="csharp"] private static void LoadTexCoords() { uint counter = 0; float tx, ty; // 17 rows of vertices for (int j = 0; j < 17; ++j) { // All even rows have 9 vertices, the odd ones only 8 and are shifted half the unitsize into the middle for (int i = 0; i < (((j % 2) != 0) ? 8 : 9); ++i) { tx = (float)i; ty = (float)j * 0.5f; if ((j % 2) != 0) tx += 0.5f; TexCoords[counter, 0] = tx; TexCoords[counter++, 1] = ty; } } }[/source]

Just a quick explanation:
Im repeating the texture 8 times on the chunk. The vertices are aligned the following way:
x    x    x    x    x    x    x    x    x
x    x    x    x    x    x    x    x
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
...


After all i couldnt find an error with the coordinates or why they would repeat once more at the end. All the last vertices have either u or v set to 8.

In my shader i have the following:
[source lang="cpp"]sampler BlendSampler1 = sampler_state{ texture = <blendTexture1>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};[/source]
Does anyone have a clue where the error could come from or if my calculations are wrong for the texture coordinates?

Plerion

### #3Plerion

Posted 10 September 2012 - 11:53 PM

Hello everybody

My problem is actually described completely with the following picture:
[img]http://imagr.eu/up/5...1200d9b8163.jpg[img]

As you can see the border of all the chunks (each of them is one draw-call) is visible. As i have observed its repeating a tiny part from below on top and from right on the left which means the texture begins to repeat somehow.

Of course for me it seems to be a problem with the texture coordinates as the sampler sets AddressU and AddressV to Wrap which means the texture gets repeated beyond 1 and below 0 and thats exactly whats happening. So i checked my function that generates the texture coordinates which looks like that:
[source lang="csharp"] private static void LoadTexCoords() { uint counter = 0; float tx, ty; // 17 rows of vertices for (int j = 0; j < 17; ++j) { // All even rows have 9 vertices, the odd ones only 8 and are shifted half the unitsize into the middle for (int i = 0; i < (((j % 2) != 0) ? 8 : 9); ++i) { tx = (float)i; ty = (float)j * 0.5f; if ((j % 2) != 0) tx += 0.5f; TexCoords[counter, 0] = tx; TexCoords[counter++, 1] = ty; } } }[/source]

Just a quick explanation:
Im repeating the texture 8 times on the chunk. The vertices are aligned the following way:
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
...


After all i couldnt find an error with the coordinates or why they would repeat once more at the end. All the last vertices have either u or v set to 8.

In my shader i have the following:
[source lang="cpp"]sampler BlendSampler1 = sampler_state{ texture = <blendTexture1>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};[/source]
Does anyone have a clue where the error could come from or if my calculations are wrong for the texture coordinates?

Plerion

### #2Plerion

Posted 10 September 2012 - 11:52 PM

Hello everybody

My problem is actually described completely with the following picture:
[img]http://imagr.eu/up/5...1200d9b8163.jpg[img]

As you can see the border of all the chunks (each of them is one draw-call) is visible. As i have observed its repeating a tiny part from below on top and from right on the left which means the texture begins to repeat somehow.

Of course for me it seems to be a problem with the texture coordinates as the sampler sets AddressU and AddressV to Wrap which means the texture gets repeated beyond 1 and below 0 and thats exactly whats happening. So i checked my function that generates the texture coordinates which looks like that:
[source lang="csharp"] private static void LoadTexCoords() { uint counter = 0; float tx, ty; // 17 rows of vertices for (int j = 0; j < 17; ++j) { // All even rows have 9 vertices, the odd ones only 8 and are shifted half the unitsize into the middle for (int i = 0; i < (((j % 2) != 0) ? 8 : 9); ++i) { tx = (float)i; ty = (float)j * 0.5f; if ((j % 2) != 0) tx += 0.5f; TexCoords[counter, 0] = tx; TexCoords[counter++, 1] = ty; } } }[/source]

Just a quick explanation:
Im repeating the texture 8 times on the chunk. The vertices are aligned the following way:
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x	 x
x	 x	 x	 x	 x	 x	 x	 x
...


After all i couldnt find an error with the coordinates or why they would repeat once more at the end. All the last vertices have either u or v set to 8.

In my shader i have the following:
[source lang="cpp"]sampler BlendSampler1 = sampler_state{ texture = <blendTexture1>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};[/source]
Does anyone have a clue where the error could come from or if my calculations are wrong for the texture coordinates?