textures are not seamless
Posted: Wed Dec 30, 2015 12:38 am
I export the mesh with "File->Export->Export optimized mesh", as *.obj file and with the parameter "with spilt into overlapped tiles".
The exported texture size is 4097x4097. If I import the mesh into blender, I see seams. The same happend, if I export the terrain textures with "File->Export->Export overlapped tiles".
The mesh is not the reason. In the object mode, so you can see only the mesh objects in blender, in this case the meshs are seamless.
If I switch of the mipmaps in the user preferences, then the seams disappears. But this works only in blender. If I export it as fbx file. You can see the seams in the fbx-viewer and inworld in Highfidelity too.
Can you prevent it in L3DT? Or is it a bug? In this case, be there a workaround? The shrinking of the uvmaps is too vague, and you would do it specially for every tile.
The exported texture size is 4097x4097. If I import the mesh into blender, I see seams. The same happend, if I export the terrain textures with "File->Export->Export overlapped tiles".
The mesh is not the reason. In the object mode, so you can see only the mesh objects in blender, in this case the meshs are seamless.
If I switch of the mipmaps in the user preferences, then the seams disappears. But this works only in blender. If I export it as fbx file. You can see the seams in the fbx-viewer and inworld in Highfidelity too.
Can you prevent it in L3DT? Or is it a bug? In this case, be there a workaround? The shrinking of the uvmaps is too vague, and you would do it specially for every tile.