I need your help and judgement with the following issue:
I have a 128x128 pixel texture. I have a mesh that is a flat quad but if you look at it in wireframe mode it consists of separate quads (like a minecraft terrain without greedy meshing). So each face is mapped to the texture (actually two triangles).
I use this texture on the mesh with a material and it looks perfect. The texture itself is seamless so it is easily tileable.
However, if I use a texture atlas, there are visible seams, it’s like the other textures I have added to the texture atlas are bleeding over just enough to be there visible seems.
Has anybody experienced this issue? How to resolve this?
Here is a picture of what I’m talking about. Color is different because the lighting is different (it’s two separate projects using the same set of textures).
Here is an example of my texture map (automatically generated). Here you can see the main textures and also the borders that prevent mipping problems highlighted in red. Those sections in general aren’t shown anywhere but when mipping causing bleeding it’s those borders that bleed in not the neighbouring texture
TextureArrays are not available on older versions, nothing can be said about that. is a limitation.
In my example, I use square textures for the floor and oblong ones for the walls. You can use multiple arrays with different sizes.
For tiny accessories, theoretically, a texture of the array itself can still be a mini atlas.
With closed textures I can use repeatable mode: If the panel is e.g. 3 x 3 large for a area, then I do not define the TexCoord from 0f…1f but from 0f…3f in size. Finished. I don’t get closed textures in the atlas.