I suspect it's a precision issue or MSAA artifacts causing gaps between. I'm used block_mesh 0.2.0 and Bevy 0.14. We are currently using Vertex Colors instead of Texture Atlas. The image is attached. You should understand the problem when you see the image. I am bothered by the image in the picture. I am making a voxel game and I want to capture the perfection of blocks like in Minecraft.
#"Gaps/Seams between voxel blocks using block_mesh on Windows 10"
10 messages · Page 1 of 1 (latest)
this has nothing to do with precision or MSAA — it looks like your faces have the wrong winding order and are being culled as back-faces
when building a mesh you need to make sure that each triangle has its vertices in a counterclockwise order when viewed from outside the mesh
that, or your mesh provides normals that are flipped.
flipped normals will mess up lighting but not create holes
if you're sure, i know that backface culling can also use normals in some implementations
"some implementations" of what? GPU APIs don't do that, but I can imagine some mesh file formats / editors might
of backface culling
sorry, I mean, implementations of what system/standard
Thank you very much. I'll try what you said now.