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Assigning UV coords, from texture atlas. Losing texture uv accuracy at distance.
Title may be a little confusing, apologies.
I am procedurally generating a flat mesh and assigning uv coordinates to the quads based on a perlin noise return.
When the camera is close the seams cannot be seen.
But when I start to zoom out, it seems like the uv coordinates are losing accuracy? The seams start to show and the textures for each quad start to overlap onto the next one within the atlas.
Anyone have any initial ideas of how I could fix this?
My first reaction is just to bring in the uv coordinates a bit, so instead of (0,0,0.25,0.25) it would become (0.01,0.01,0.24,0.24). But I don't want to have to lose texture detail just to get a quick fix.
My texture atlas is 64x32
Each 'section' in the atlas is 16x16
The texture is set to clamp and point filtering.