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godmodder

Texture arrays and seams

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Hello, I'm rendering a set of quads with the same texture on them which I fetch from a large texture array. I know the textures in the array are supposed to be seamless, but I still get seams around the borders of the quads. I think this is because of the filtering that samples values from other textures in the array with the current texture. How can I fix this? Jeroen

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I was working on something similar recently, I haven't finished it but am intending to have another go at some point... Have a look at these two posts I made:

http://www.gamedev.net/community/forums/topic.asp?topic_id=478663
http://www.gamedev.net/community/forums/topic.asp?topic_id=478800

Also download the texture atlas tools from the NVidia website - it contains a demo showing the effect of the different texture filtering methods.

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It is filtering, you can't use high quality filtering unless you are going to paint up your textures in the atlas ahead of time so the sampling doesn't bleed into each other. I would just use Linear first and see if that fixes your issues. This is the main reason I moved to texture arrays extension on the GF8 series, which will allow you to use high quality filtering without that headache!

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