Seams between tiles

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21 comments, last by szecs 11 years, 10 months ago

Somebody suggested to me that there is very little advantage to mipmapping for 2D...

Yes, when you develop a 2d game with a fix 1:1 texture mapping, you don't need mip-mapping at all, I was more or less referring the topic starter who creates a 3d game.
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This seems to be a texture bleeding issue when linear filtering is enabled. Here are some hints/tricks to get rid of it:
1. You tiles should be of power of two size, this could prevent texture bleeding from mipmapping.
2. Try to use array textures: put each tile on a single layer (thought I don't know if the iphone supports this). Don't try to archive this with 3d textures (=>mipmapping issues)!
3. Try to clamp to the tile borders using a shader, add a small border to the tiles,but your total tile size(including border) should be still a power of 2.


May i ask if by generating mipmap levels at runtime could fix the problem as well ?
May i ask if by generating mipmap levels at runtime could fix the problem as well ?
The time of generation has no relevance to the problem.

[quote name='vNeeki' timestamp='1340133709' post='4950686']May i ask if by generating mipmap levels at runtime could fix the problem as well ?
The time of generation has no relevance to the problem.
[/quote]
But it has. Read back. It's not the time, but the run time generation part that's relevant. Run time doesn't mean an actual time, it means that something happens when the program is running.


If you generate the mip-map levels by yourself, then you can fix the problem. Following Ashaman's advices. But with a 3rd party library (like glut), I don't think so.

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