#Heavy texture bleeding
7 messages · Page 1 of 1 (latest)
you also need to ensure you sample only the desired tile, by ensuring you stay within the tile so you only hit their nearest centroids, if the math with float uvs is too complicated for you, you could also use texelFetch which takes real absolue coordinates
this is what the code looks like for the tile texture. i also have tried padding it by a bit but it doesnt do anything