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Question by kraemology · Nov 02, 2011 at 02:18 AM · iostexturecompressionartifacts

IOS texture artifacts/banding

alt text

Anyone know what is causing this texture artifacting/banding, and if so, how to solve it? There are two meshes (note the seam) using the same material. Initially I thought it might be something wrong with the mesh on the right (the one with the artifacts/banding) but the mesh on the left also has the same exact thing happening elsewhere on the mesh. Up to this point, I've tried editing various texture settings such as filtering and compression, I've tried using a different material (with same texture), I've tried with and without lightmaps, & I've tried disabling lights. I'm at a loss here, so if anyone can shed some light on this it would be appreciated.

Note: I'm using Open GL 1.1 + 2.0

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avatar image Rod-Green · Nov 02, 2011 at 02:48 AM 0
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Seems like the texture is getting some kind of filter (the lines look like a lower level mip).. it could be a mipmap blend issue.. Have you tried setting the texture to uncompressed and 'dont generate mipmaps'?

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Answer by kraemology · Nov 02, 2011 at 04:43 AM

Dreamora over on the Unity forums had the answer. Apparently it has something to do with the float inaccuracy of my UV space. I guess whenever some thing tiles, the further and further your UVs move away from the 0-1 space the more you are setting yourself up for these kinds of bizarre texture artifacts

Here is the link if you want to read his post verbatim

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