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[GL, C#] Texture flags and setup like in Minecraft

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Hi!


I'm building a Voxel Shooter Game and i stuck at the textures. I have a chunk and map system and now trying to texturize the voxels via tile-textureing. All tiles of the texture are 32x32 and the texture itself is 512x512.

[Picture 1]
minecraft_test_003asgidy.jpg

[Picture 2]
minecraft_test_003boyisc.jpg

[Picure 3]
c9ca1a3751b402e348a6173d9ca222f5.png

So, as you see, the tiles look like they are blurred [Pic. 2] and there are seems [Pic. 1] between them. I thought the mipmapping was causing it, also i've ad one extra pixel to prevent bleeding [Pic. 3] - but nothing seems to work. For example, the minecraft tiles are 16x16 - and they are sharp as hell.

So, i would like to ask, if somebody knows a good texture setup for this... maybe i have to write my own "BuildMipMaps" function? With a "Pixel Resize" Downsampling Mode like in Paint Shop Pro?

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You should probably use some GL_NEAREST (or something like that) for the full resolution tile, and some interpolation for the rest if thats possible (though i dont know if you should use nearest for those too) when setting the setting up the texture. Edited by Waterlimon

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