So I’ve got a map that’s procedurally generated and the floor needs to match what’s on each tile. I.e. A road tile has a road texture applied to it.
This works for the most part (forgive the placeholder textures):
However as soon as the camera zooms out, seams start to appear:
So I know the issue, it’s taking pixels from adjacent textures in my texture map:
How do I assign UVs for each tile on my mesh such that there isn’t a seam?
This is how I currently do it (320px is the total texture map width, each tile texture is 64px wide):