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Strange Species

Texture edge problems

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When using individual alpha maps for a batch of tiles for my terrain, I get a blend-to-black around the edges. I've heard that this is related to the sampling method, and is a common by easily fixed problem. What would I have to do in order to fix it? a) Expand the image by 1 pixel on each side b) Same as (a) but duplicate the bottom and right edge pixels c) Expand the image by 2 pixels, one on each side d) Same as (c) but duplicate all edge pixels e) Same as (c) but get the edge pixels from the nearby tiles f) Something else I already know I'd have to adjust the texture coordinates though. Any help would be appreciated.

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Yeh, I thought so too. I have fixed my edge problem with these lines:


    m_lpDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    m_lpDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);


I'm sure that's gonna help you too.

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Ok, I'll try that. What happens when I have two adjacent tiles with separate alpha maps? It's going to show a visible edge, isn't it (i.e. no blend between them)?

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Well, at first I suggest you check that you compute the texture coordinates right. Just putting coordinates from 0 to 1 doesn't usually work.

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