TerrainGrid "tiles" boundaries visible

Looking at this screenshot, could someone find what’s wrong with this?







Each tiles are 129x129, the terrain is scaled to [6, 1, 6].

Theres seams at the grid borders :stuck_out_tongue: What version of jme3 is this? Vanilla beta? Try updating to latest stable.

The IDE says I’m at the most recent version; 3.0.0.9083 (is there another update? or an update issue?)

How do you create the material?

This is the terrain initialization code :





Material mat_terrain = new Material(assetManager, “Common/MatDefs/Terrain/TerrainLighting.j3md”);

mat_terrain.setBoolean(“useTriPlanarMapping”, false);

//mat_terrain.setBoolean(“isTerrainGrid”, true);

mat_terrain.setFloat(“Shininess”, 0.0f);



// mountain texture (red)

Texture rock = assetManager.loadTexture(“Textures/Terrain/rock_brown.jpg”); // 512x512 image

rock.setWrap(WrapMode.MirroredRepeat);

mat_terrain.setTexture(“DiffuseMap”, rock);

mat_terrain.setFloat(“DiffuseMap_0_scale”, 32f);



// grass texture (green)

Texture grass = assetManager.loadTexture(“Textures/Terrain/grass.jpg”); // 512x512 image

grass.setWrap(WrapMode.Repeat);

mat_terrain.setTexture(“DiffuseMap_1”, grass);

mat_terrain.setFloat(“DiffuseMap_1_scale”, 64f);



// dirt texture (blue)

Texture dirt = assetManager.loadTexture(“Textures/Terrain/dirt.jpg”); // 512x512 image

dirt.setWrap(WrapMode.Repeat);

mat_terrain.setTexture(“DiffuseMap_2”, dirt);

mat_terrain.setFloat(“DiffuseMap_2_scale”, 32f);



// each tiles are 129x129

this.terrain = new TerrainGrid(“terrain”, 129, 257, new ImageTileLoader(assetManager, new Namer() {

/* …snip… */

});

@Sploreg, any idea?

If it can help, I have these filters set also :





FilterPostProcessor fpp = new FilterPostProcessor(assetManager);

//fpp.setNumSamples(4);



SSAOFilter ssaoFilter = new SSAOFilter(0.92f, 2.2f, 0.46f, 0.2f);

fpp.addFilter(ssaoFilter);



WaterFilter waterFilter = new WaterFilter(node, reflectionLight); // node == rootNode

waterFilter.setUseRipples(true);

waterFilter.setWaterHeight(waterHeight);

waterFilter.setWaterTransparency(0.12f);

waterFilter.setRefractionStrength(0.2f);

waterFilter.setUseFoam(false);

waterFilter.setWaterColor(waterColor);

waterFilter.setDeepWaterColor(deepWaterColor);

fpp.addFilter(waterFilter);



BloomFilter bloomFilter = new BloomFilter();

bloomFilter.setExposurePower(55);

bloomFilter.setBloomIntensity(1.0f);

fpp.addFilter(bloomFilter);



if (env.hasLight(“Sun”)) { // custom “world environment” settings container

LightScatteringFilter sunLight = new LightScatteringFilter(reflectionLight.multLocal(-300));

sunLight.setLightDensity(1.0f);

fpp.addFilter(sunLight);



ColorOverlayFilter overlayFilter = new ColorOverlayFilter(env.getLight(“Sun”).getColor());

fpp.addFilter(overlayFilter);

}



DepthOfFieldFilter dof = new DepthOfFieldFilter();

dof.setFocusDistance(0);

dof.setFocusRange(400);

fpp.addFilter(dof);



viewPort.addProcessor(fpp);

hmm, I wonder if something with the material changed somewhere or if there is some side effect. It kind of looks like the normals on the edges might be a little wrong, but that bug was fixed ages ago.

I will take a look at it in the next few days after I get my machine fixed.

Alright I put up a fix for it on trunk, the latest nightly should have it (not beta version).