Texture has a 'border'
Blitz3D Forums/Blitz3D Programming/Texture has a 'border'
| ||
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?? |
| ||
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 |