Hi!
I have an issue with how the objects get this dark edge right where the uv seam is => 1.
I make textures that are pixel-perfect, and the point is to make them as small as possible, thats why my UVs don’t have any padding inbetween them.
I indeed can solve this just by making a 1px margin overflow like this => 2.
But it ruins my workflow and leads to unnecessary mendling with my textures.
Is there a way resolve this issue without adding any padding, as it works fine in other engines like Unity for example => 3.
Can you provide a small project to look at please? It might be related to mip maps
Sure.
https://playcanvas.com/editor/scene/1506515
I also discovered that if i turn off antialiasing in the settings the problem seems to go away, but only at Launch, in the viewport it’s still the same =>
Hi, any updates on the issue ?
I spoke to the graphics team and they believe it’s related to this issue: GLSL: Center or Centroid? (Or When Shaders Attack!){/exp:channel_entries}
We don’t have clear answer beyond the workarounds you have found so we will add this as an engine bug/issue for now until the team can potentially investigate it.
Offhand, it may require a shader override?
Ticket: https://github.com/playcanvas/engine/issues/4573
I hear you, ok, thanks for consideration.
Hi @Taras_Bunych,
Disabling multisampling in your app fixes the issue so enabling centroid sampling will likely fix the problem.
Thanks
(You can disable multisampling using the ‘Anti-Alias’ option under rendering settings).
Yeah, thanks, and to keep the antialiasing i just used your code for FXAA from github =>
https://developer.playcanvas.com/en/user-manual/graphics/posteffects/fxaa/
and it works like a dream. Here’s an example =>
I just hope it isn’t very resource hungry.
3 Likes