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Hiding seams between planes without using mesh combiner
Is there a way to hide seams between planes without using mesh combiner?
The reason is because the UV would have to be re-done and re-built as well, since each tile is its own image material
ina, you have to get the normals matching at the seams - that's the fundamental idea. As you say, clamp will do the trick also.
any idea on performance: modifying the UV's using Clamp vs changing the mesh normals? - at runtime
hey ina, UVs has NO apostrophe. there is never an apostrophe in an word involving a plural.
if you can click "edit" to eli$$anonymous$$ate the apostrophe, i don't have the ad$$anonymous$$ power to edit Comments. Cheers
Answer by ina · Dec 23, 2012 at 02:06 AM
Ridiculously, renderer.material.mainTexture.wrapMode = TextureWrapMode.Clamp;
seems to have done the trick with the seams! :)
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