Hello,

I am creating a voxel game, each chunk is a mesh that contains 16*128*16 blocks.

And I get textures from a 16*16 texture map with each texture being 32*32 so the whole file is 512px*512px

To calculate the UV for each block, I do the following:

```
newUV.Add(new Vector2(0.0625f * texturePos.x + 0.0625f, 0.0625f * texturePos.y));
newUV.Add(new Vector2(0.0625f * texturePos.x + 0.0625f, 0.0625f * texturePos.y + 0.0625f));
newUV.Add(new Vector2(0.0625f * texturePos.x, 0.0625f * texturePos.y + 0.0625f));
newUV.Add(new Vector2(0.0625f * texturePos.x, 0.0625f * texturePos.y));
```

Note that *0.0625* is simply *1 / 16*

So the problem is, With a such big texture map, Its not precise, The textures always have an edge from the other texture near it, So I am asking if there is a way to use like sliced image or simply use pre-calculated x and y, X being <= 512 and so do to Y.

Here is how it looks right now: https://i.gyazo.com/8bba574d4cdaab92251a69318ed52f12.jpg

As you can probably see, There is some white lines in between the textures that I don’t want.

Any help is really appreciated, I just need to be directed to the correct way