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Question by Jazzer008 · Mar 30, 2015 at 10:31 PM · textureuvatlasseamsaccuracy

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.

Smooth

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.

Seams

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.

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