Seams on cube edges when using texture atlas with three.js

喜你入骨 提交于 2019-11-29 18:11:11
WacławJasper

I think the issue is the filtering problem with texture sheets. On image borders in a texture sheet, the gpu may pick the texel from either the correct image or the neighbor image due to limited precision. Because the colors are usually very different, this results in the visible seams. In regular textures, this is solved with CLAMP_TO_EDGE.

If you must use texture alias, then you need to fake CLAMP_TO_EDGE behavior by padding the image borders. See this answer https://gamedev.stackexchange.com/questions/61796/sprite-sheet-textures-picking-up-edges-of-adjacent-texture. It should look something like this: (exaggerated borders for clarity)

Otherwise, the simpler solution is to use a different texture for each face. Webgl supports the cube texture and that is usually used the majority of the time to implement skyboxes.

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