Timeline for Triangle Texture Packing Problem
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 22, 2017 at 9:33 | comment | added | CoffeDeveloper | Yes, exactly, otherwise you won't be able to texture them properly | |
| Feb 20, 2017 at 20:59 | comment | added | user109352 | Another question: when rendering, you need to make duplicate vertices to provide texture coordinates, am I correct? | |
| Feb 20, 2017 at 20:53 | vote | accept | user109352 | ||
| Feb 20, 2017 at 20:52 | vote | accept | user109352 | ||
| Feb 20, 2017 at 20:53 | |||||
| Feb 20, 2017 at 20:00 | comment | added | CoffeDeveloper | Absolutely yes, use at least 2 pixels padding, preferrably 4 or more if you plan to use them at step angles or from distance. I use 8 pixels padding to get no seam with height-mapping shaders (and I have to use a soft heightmap since a greater weight in height requires even more padding). | |
| Feb 20, 2017 at 19:50 | comment | added | user109352 | Thank you for your answer. Did you use any padding to the triangles to prevent seams? | |
| Feb 20, 2017 at 19:40 | history | answered | CoffeDeveloper | CC BY-SA 3.0 |