Hi there!
So I generate meshes with tiles on them and I want to make each tile have a texture. Each tile has 4 unique verticies and each mesh / chunk is 100x100 tiles. I read that it is best to use UV mapping with a texture atlas when using tiles like this, rather than using SetPixels() to create a unique texture for every mesh. So in the images below I set the UV mapping for each tile to the grass part of the texture shown in the first image. (0.4, 0.4) (0.6, 0.4) (0.4, 0.6) (0.6, 0.6). So I was just wondering why the entire texture shows when I tilt the camera in the distance? It starts at a certain distance from camera and has a half-circle shape. It would work fine if it was a 2D game, but it is a top down 3D. The only “solution” I found is to set the padding to 3x the tile width, so if the tile takes a 32x32 texture, then I need 96px of padding around it in each direction with a similar color to make it not look ugly. Also this limits the amount of texture tiles I can use.
Tilted camera view:
Tilted camera view with “generate mip maps” set on":
Top down view: