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Art and Game Design : Filling a game with life

 

Tiling Textures Without Seams [External article @ www.sjbaker.org]

Written 2002-01-05 UTC by Steve Baker in Category "Graphics" (Last Change: 2002-01-05 UTC)

 

 

Sooner or later, you'll need to draw a texture that is too large to fit into a single texture map. You'll assume that you can split the image up into perhaps four smaller maps - and just attach those to four separate polygons.

Nice in theory - but in practice, you'll find that you get a thin seam between the adjacent textures...especially if you use MIPmapping.

 

 
 

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