One solution is to use texture coords that are one pixel smaller than the
texture.
Example:
If you have a 256x256 texture you have to set the texture coords to
xmin=0,0039 ymin=0,0039 xmax=0,9960 ymax=0,9960
This works fine for me. Now you have to make your textures in a way that
they overlap by one pixel.
Yoshi
----- Original Message -----
From: "Maik Gerth" <mai...@gm...>
To: <gda...@li...>
Sent: Monday, August 21, 2000 7:16 PM
Subject: AW: [Algorithms] LightMaps
Hi ... i think i found a solution ... but i didnt implement it yet ...
you got to draw a border around the lightmaps ... with the right
lumel-values ... so the filtering uses the right colors even at the edges of
the triangles
bye
Maik
-----Ursprüngliche Nachricht-----
Von: gda...@li...
[mailto:gda...@li...]Im Auftrag von
Jaakko Westerholm
Gesendet: Montag, 21. August 2000 17:45
An: gda...@li...
Betreff: Re: [Algorithms] LightMaps
> But for the moment I have some difficulties with the bilinear >filtering,
which creates those nasty lines between triangles.
I have the same problem. Is there any solution to this?
--Jaakko--
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