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I am using a really small texture (64x64) and when I use it as a UV map on my mesh, there are some incomplete lines from the color of the other side of the UV map rendered as well (in this case, white.)

The model was made in Blender, and it is rendered without this error. I set absolute coordinates, so the UV coordinates are multiple of 1.0 (1.0, 2.0, 3.0, 4.0, etc.) I am using Ogre as renderer

This is the UV map:

uv map

Image with error:

uv error

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  • \$\begingroup\$ See gamedev.stackexchange.com/questions/46963/… \$\endgroup\$ Commented Nov 22, 2013 at 6:26
  • \$\begingroup\$ @msell I disagree, it looks more like a bad seam too me \$\endgroup\$ Commented Nov 22, 2013 at 12:34
  • \$\begingroup\$ @ratchetfreak Oops, I was supposed to link to the whole question, not just to a single answer. \$\endgroup\$ Commented Nov 22, 2013 at 12:42
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    \$\begingroup\$ @Pacha: Set the mipmap level of your textures to be 1. That should get rid of this issue. \$\endgroup\$ Commented Nov 29, 2013 at 20:18
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    \$\begingroup\$ @Pacha: You could also try setting tex_address_mode to clamp; ogre3d.org/docs/manual/manual_17.html#tex_005faddress_005fmode \$\endgroup\$ Commented Nov 29, 2013 at 20:24

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