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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...
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).
I use a single directional light, angled from the terrain to show me the shape of the terrain even though it has no texture.
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...
I don't know where to find the place where normal maps are generated.
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