My project has a 2D terrain grid of cells that make up a map. To texture the grid I use a single large texture which itself is divided into a grid of different kinds of terrain types. Each cell in the terrain grid has the UV coordinates of one of those terrain types assigned. I find that even though my UV coordinates are correct I have come terrain types bleed into others in the final textured terrain grid. I even tried shrinking my UV coordinates to ensure that no bleed happens, but I have to shrink them considerably for that to work. I also find that bleeding varies depending on how close the camera is to the terrain grid. How can I ensure proper (pixel perfect) texturing in this scenario?
I did shrink them Greymarch, but I had to shrink them more than I’d like. In fact shrinking is not a very good option at all when you want seamless tiling (not that the sample image had very seamless textures, they were place holders:).
Getting rid of the mip-map levels did the trick. Although I lost some of the nice smoothing effect that the mipmaps brought. That’s probably something I can bake into the texture itself. I’ll have to play around more this evening.