Texture 2D array aliasing mipmap artifacts

There’s lots of topics about the texture atlas mipmap anti aliasing artifacts out there. Is there seriously no fix for this?

I thought maybe if I tried using texture 2D array it would fix it but no. I’m assuming all the texture 2d array does is offset your UV based off the index u pick which makes me wonder why use it at all because you cant even add padding to your texture to try and fix the artifacts.

It just feels like there should be a fix in the engine instead of making us change our workflow to combat the artifacts. It gets even worse when you use large textures because you have to increase the padding by 24 - 32px to get rid of all the artifacts. That’s like half the image gone just for padding…

If you use a single texture then it will sample the opposite sides so there is no issue. I don’t know how the renderer works but when using 2D array why can’t we fix it so it does the same instead of sample the next pixel on the whole texture?