Well my problem is that i finally got the atlas to work, and also the texture is repeating. However i have some lines on the tile borders, that i cant get rid of. If I use the same model without atalsing and use glrepeat it works fine. Also the lines are far larger than one pixel is. Anyone any Idea what might cause this?
(Click link after image to see lines more clearly)
Yes I think a similar issue appeared in another thread where the OP was doing a texture atlas system.
I will say the same thing I said to him: The issue is due to mipmapping. Your texture atlas generator can’t just generate level 0 for the mipmap since when it gets scaled down, your 1 pixel borders will get reduced and adjacent textures will be blended with each over.
Yeah thats not my problem actually, I have a 100 pixel border on each tile end for just that problem, it also makes no difference if i set the size to 0 or 1000
Seems that after all for the repeating there is no real solution as the error happens on the converting from last te xel to the first texel, while normally all texels are hardware based interpolated, there it is only possible with huge amount of shader power, wich defies the useage of an atlas.
I think I will take a deep look into ArrayTextures and try to use them instead as they don’t have that problem.
Hm at least I’m now sure tahts not just my pc. Well I will try to add a support for array textures, as they can be repeated without that issue and are a good solution for my useage as well