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Question by banjaxt · Apr 28, 2014 at 02:54 PM · graphics

Issue with UV mapping on voxel faces

Hi

The issue I'm having is with mapping UVs to a voxel face.

Alt text

Setting alpha as transparency reduces the thickness of the lines, but does not remove the problem completely.

alt text

The UV code is a follows, 'dimPerTex' being 0.1 as the tilesheet is 320 x 320 pixels with 32 x 32 tiles and ~~Pos being the position as an int

         newUV.Add(new Vector2(dimPerTex * texturePos.x + dimPerTex, dimPerTex * texturePos.y));
         newUV.Add(new Vector2(dimPerTex * texturePos.x + dimPerTex, dimPerTex * texturePos.y + dimPerTex));
         newUV.Add(new Vector2(dimPerTex * texturePos.x, dimPerTex * texturePos.y + dimPerTex));
         newUV.Add(new Vector2(dimPerTex * texturePos.x, dimPerTex * texturePos.y));



The problem fixes itself almost entirely when the camera is changed from Vertex Lit to Deferred Lighting

I've no idea what's causing this, so any help would be much appreciated

EDIT:

It seems i found the solution with the problem originating with the tilesheet. Spacing the tiles out so each tile was isolated from each other, then made the tile slightly bigger (e.g. 34 x 34) fixed the problem.

[1]: http://i.imgur.com/im687I6.png?1

[2]: http://i.imgur.com/SFAOkWl.png?1

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