Seams - compression artifacts?

I’m seeing bad seams which I’m almost certain are compression artifacts (they disappear if I set the textures to RGB 16 bit, but of course that’s not really an option).

See screenshot.

How do I fix that? I’ve already set clamp and border mipmaps. All my textures are UV maps, and already contain a 4 pixel border (i.e. pixels that shouldn’t be visible to begin with).

240846--8621--$bildschirmfoto_2009_12_20_um_224224_123.png

I notice that’s not an in-game shot from the device…

Ordinarily, I’d say you’ve used UV’s that are outside the 0 to 1 range (where it all gets woefully inaccurate) but you’ve already set it to clamp, and already dilated the edges (the first logical suggestions).

Are those two separate objects or one object with discontiguous UVs? If they’re different objects, perhaps tightening up the range on your camera clipping…

Have you tried tweaking the mipmapping settings on the compressed texture?

I’m out of ideas :slight_smile:

Additional - Another thought, normally edges would be black, not white… Is your image background white? Or are you perhaps doing 4bit compression with alpha included?

No, it’s an editor shot, as the problem exists both in the editor and on the iPhone.

The seams appear both within objects and between objects. The first (towards the camera) seam you see in the screenshot is between two objects, the ones at the far wall at within the same object and UV map.

Yes, the background of the UV maps is a bright grey. I’ve now set it to black which makes the seams less visible, but that’s more of a hack than a solution.

Yes, I think I’ve tried every possible combination on the mipmap settings.

And no, I’m not compressing alpha.

So yes, I’m out of ideas, too.

the look of the image reminds kind of the border mipmap not beeing generated in combination potentially with the texture beeing set to repeat instead of clamp.

He’s already set the texture to clamp :slight_smile:

Ultimately, 4bit and 2bit are very, very lossy. If setting your texture base color to black hides a lot of the problems, roll with it :slight_smile:

Alternatively, manually pull the UV’s in further (which has its own problems)

I tend to just sample a color from the image that looks good and use that. I never had much luck with this Photoshop action:

file:///Applications/Unity%20iPhone/Unity%20iPhone.app/Contents/Documentation/Documentation/Manual/HOWTO-alphamaps.html