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Question by $$anonymous$$ · Jul 15, 2012 at 04:27 AM · terrainlightingartifactsseams

Lighting Artifacts at Seams in Tiled Terrain

I've been developing a terrain manager for my game. The edges of the generated tiles are matching up perfectly. The issue is that when I setNeighbors, I get light or dark lighting artifacts at the seams. Here is a picture...

See the light/dark seams, as well as some properly lit seams

As you can see, there are some seams which have a dark lighting artifact, some with a bright lighting artifact, and some seams with no artifacts.

I don't know where these are coming from. Does anyone know what it might be? NOTE: I've already tried using the Flush() function after assigning neighbors.

If you want me to upload a zipped copy of the project files, I can do that (just say so).

debugpic.jpg (34.6 kB)
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avatar image ScroodgeM · Jul 15, 2012 at 05:09 PM 0
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how much light sources do you use? wich types?

avatar image $$anonymous$$ · Jul 15, 2012 at 06:45 PM 0
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I use a single directional light, angled from the terrain to show me the shape of the terrain even though it has no texture.

avatar image ScroodgeM · Jul 15, 2012 at 07:01 PM 0
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want to note that i didn't work with setNeighbors, but i think i can point to error source

same artifact you can get if tiling texture is used with 'clamp edges' setting - this makes edges of texture without smooth gradient to opposite pixels of same texture. 'repeat' setting makes this gradient.

artifacts on screenshot is normal map's mistake - it finishes on edges incorrect. what technology used to send normal map to shader? can u affect it? look for other settings for normal map generation...

avatar image $$anonymous$$ · Jul 16, 2012 at 01:53 PM 0
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I don't know where to find the place where normal maps are generated.

avatar image Trey3Stone · Nov 05, 2013 at 05:11 PM 0
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Did you ever find a solution?

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