Strange Lines Between Quads

After creating a simple voxel engine, all of the darker colored blocks have very visible white lines in between them. Here is a screenshot that shows the glitch:

I have experimenting with anti-ailiasing, but that does not fix it. Do i have to overlap the quads? Currently, adjacent quads are perfectly and just barely touching. I am using an advanced water filter behind the blocks, I am not sure if that is making a difference. The only other filter is a PSSM Shader filter, but I am also compressing chunks with JME’s built in node crusher. Even with the filters and AA disabled, the lines still appear! Has anyone else experienced this issue or have an idea what it might be?

Are you using a texture atlas? (my guess: yes)

You will either need to account for the blurring of edges or build in borders or turn off the min filter… or… maybe search the forum because this topic has been covered a few times.

It absolutely was the min filter! I am newer, so I didn’t realize that the min filter’s interpolation would cause that! I am assuming the min filter affects how far objects look and the mag filter affects really close objects? I searched and searched the forums but its hard to find something when you can barely even describe it.

Thanks!

@admazzola said: It absolutely was the min filter! I am newer, so I didn't realize that the min filter's interpolation would cause that! I am assuming the min filter affects how far objects look and the mag filter affects really close objects? I searched and searched the forums but its hard to find something when you can barely even describe it.

Thanks!

Yeah, I only mentioned the forum because after my answer maybe you had more to go on.

The min filter controls what happens to a texture when it is scaled down. Mag filter controls what happens when it scales up.

Turning the min filter off completely can make far away things look pretty ugly. It occurs to me that you may be able to mess with the edge clamp behavior also.