#Gaps between adjacent meshes

1 messages · Page 1 of 1 (latest)

granite mist
#

I'm having an issue where adjacent faces have this extremely small but noticable gap between them. This is a procedurally made surface, but it also happens when just placing two quads next to one another with grid snapping in the editor. Is this a known problem?

cloud rose
#

Is this in game or just in the editor?

granite mist
#

It happens in both

#

In the game, you can see the gaps really clearly when the camera is perpendicular to them

uncut perch
#

Is it possible just to expand the meshes slightly?

granite mist
#

Not easily - although I shouldn't have to do that to make meshes not have gaps between them, ideally.

#

I've considered using a vertex shader to give each quad a slight increase in scale

granite mist
#

Interesting - I think I actually narrowed the problem down to my textures - I'm creating an atlas texture procedurally, and something about the way I'm setting up my UVs is allowing for an extremely small bit of alpha to come through at the edges of the mesh.

#

with no texture at all the gaps disappear

verbal oyster
#

that is a general problem with textures and meshes and float precision. textures use mipmaps and compression, even meshes use compression by default. So most seams that are very noticeable with blocky layouts like that are a result of that. They can be mitigated by increasing texture uv margin so the lower mipmap texture levels do not use pixels that have a very noticeable different color. If your texture can not be perfectly divided to the lowest mipmap subdiv without bleeding wrong colors you will always have texture seams. Also increasing the mesh scale slightly for a small overlap that hides the seams caused by rounding issues between your meshes.

granite mist
#

Thanks for the explanation! I was able to mostly resolve it by setting the UV.x to 0.999