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Bombshell93

[help]EDIT: HLSL seams from sampling past UV's

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I'm making a very low spec game.
The model for the character is showing a seam when you look at the character from directly behind, this is a problem because the game is 3rd person, it seems to be the only seam showing.
There is no mipmapping with the texture being so low spec it should almost always be drawing each texel larger than a pixel.
[size="1"]
So in order to fix this I was hoping I could change the ADDRESSU and ADDRESSV values in the sampler.
So what values do I have at my disposal, I'm finding it difficult to find a list as near everyone seems to use Wrap, but in my case that is probably the problem.

EDIT:
it seems I asked a pointless question, I found my answer, Point, Clamp and Mirror are the only ones available to me.
But it turns out the problem is sampling in the middle of the texture over seams, but the UV's were assigned on a per pixel basis via blenders *snap to pixel* option,
any ideas on how to stop the seam happening?

Any and all help is appreciated,
Thanks in advanced,
Bombshell

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it seems I asked a pointless question, I found my answer, Point, Clamp and Mirror are the only ones available to me.
But it turns out the problem is sampling in the middle of the texture over seams, but the UV's were assigned on a per pixel basis via blenders *snap to pixel* option,
any ideas on how to stop the seam happening?
[attachment=6309:HelpPLZ.png]

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