Texture has a 'border'
Blitz3D Forums/Blitz3D Programming/Texture has a 'border'
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Im writing an exporter that creates a 'supertexture' for the .X format. Weird thing is it seems to have a border around the texture. The border seems to change color, but i cannot seem to find out what it is blending with or where it is comming from. Here is the terrain split apart do you can see the 'seams' ![]() Ive tried clamping but its not making any difference. here is my UV calculation i use when writing the terrain peices: ;force uvs to be 1 repeat if in super texture mode If UVsTo1 ;textureclip#=1/1024 uvstep#=((1/Float(trn_size-1)) us#=0.0 vs#=1.0 For TV=0 To trn_size-1 For TU=0 To trn_size-1 V=TU+(trn_size*TV) For n=0 To CountVertices(surf1)-1 If VertexX(osurf,v)=VertexX(surf1,n) And VertexY(osurf,v)=VertexY(surf1,n) And VertexZ(osurf,v)=VertexZ(surf1,n) VertexTexCoords(surf1,n,us#,vs#,0,0):;VertexNormal (surf1,n0,v0nx,v0ny,v0nz) EndIf Next us#=us#+uvstep# Next us#=0.0000000 vs#=vs#-uvstep# Next EndIf Anyone got any ideas?? |
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Ah, ok, fixed it ;force uvs to be 1 repeat if in super texture mode If UVsTo1 textureclip#=1.0/setup_superTexRes uvstep#=(1.0-(2*textureclip#))/Float(trn_size-1) us#=0.0+textureclip# vs#=1.0-textureclip# For TV=0 To trn_size-1 For TU=0 To trn_size-1 V=TU+(trn_size*TV) For n=0 To CountVertices(surf1)-1 If VertexX(osurf,v)=VertexX(surf1,n) And VertexY(osurf,v)=VertexY(surf1,n) And VertexZ(osurf,v)=VertexZ(surf1,n) VertexTexCoords(surf1,n,us#,vs#,0,0):;VertexNormal (surf1,n0,v0nx,v0ny,v0nz) EndIf Next us#=us#+uvstep# Next us#=0.0+textureclip# vs#=vs#-uvstep# Next EndIf |