It seems like a side effect of PVRTC compression is that the edges of the texture bleed over to the other side. Is this true of the compression algorithm?
See the attached screenshot for example. Yes, the textures are set to clamp.
Thanks,
-Jon
It seems like a side effect of PVRTC compression is that the edges of the texture bleed over to the other side. Is this true of the compression algorithm?
See the attached screenshot for example. Yes, the textures are set to clamp.
Thanks,
-Jon
Hey Jon,
Yeah this is a side effect of PVRTC and has been discussed here:
http://forum.unity3d.com/viewtopic.php?t=15434
And people trying to come up with solutions here:
http://forum.unity3d.com/viewtopic.php?t=16402
Ethan
Thanks a lot! I missed that among all the noise. The solution I will try if the alternate PowerVR texturetool thing doesn’t pan out is to add a x% bleed zone along the edges of the texture and draw my own skybox manually with slightly inset texture coordinates. I think that’d work pretty darn well just with tweaking the numbers a bit.
edit: You actually wouldn’t need a custom skybox drawer thingy at all. Just set the texture placement of each texture in the material, probably with a script.
Cheers,
-Jon
My idea worked pretty darn well, by the way.
Cheers,
-Jon
Nice Jon! Would you mind going into your process a little bit more so people can more easily reproduce your results?
Ethan
Sure. I scaled each texture in Photoshop by 95%, and then bled out the borders using Solidify A available here:
http://www.flamingpear.com/goodies.html
Then in Unity, I set the Placement of each texture in the skybox material to offset 0.025 and scale 0.95.
One might want to experiment with the scale applied.
Cheers,
-Jon