When mapping a texture to a sphere, a seam is generated as longitude wraps from 360 deg to 0 deg, thus as uv wraps from 0.0 to 1. 0. This is a result of a primitive's vertices lying on different sides of this wrapping. That is, one or more vertices' uv values lie close to 0.0, and the other's close to 1.0. Therefore, the color of the primitive is decided by interpolating across almost the entire texture (0.0 - 1.0).
Padding, ignoring or clamping do not fix the issue as this only moves the artefact. For example, if we decide to set values >0.1 or <0.9 to 0.0, primitives that contain any one vertex in these ranges will give a seam.
I've attached three images: one displays the seam, one displays the uv values and the third displays latitude and longitude lines.
Does anyone know how to prevent this seam? This is in Unity, but I assume both the issue and it's solution apply to basically all environments.
. Once tried to render some text with opengl and it was all wasted time in the end. Maybe I should try again some time