Suppose i have a model with given vertex colors and a texture parameterization. i then render all faces of the model to a texturemap with interpolated vertex colors. this results in a texturemap of the model ( image1 )
now i can render my model texturemapped, which results in image2 and image3
but as you can see, i have some troubles there with texture sampling. in image2 you see clearly some white sprinkles at texture seams.
I think this comes through texture minification (while rendering the texturemapped model) and maybe also different rasterization, i can't exactly tell :/
My first solution was while drawing to the texturemap, first draw a wireframe prepass with increased linewidth, then overdraw the model ... indeed this reduced the problem, but some white sprinkles are still visible
how would you solve this?
draw without AA, inpaint algorithm for white pixels ( but i think this is too much work )
use texture with alpha, setting white pixels to invisible ( not sure if this would work ) also this is no robust solution if a renderer is used without alpha support
image4 - texturemap zoomed