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Texture Seam Prob w/ Wiki Terrain Shader #41490
02/23/05 19:23
02/23/05 19:23
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline OP
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Darkstorm  Offline OP
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USA
Hey-

I am using the HLSL multi-texturing shader from the wiki but I've run into a problem that I can't figure out. There are visible "seams" in the texture where the terrains meet up. I'm not using any other code on the terrain... not stitching or anything like that. Here is a shot of what I am talking about:



All of the textures used tile seamlessly so I have no clue why this is happening. The scale I used in this shot is 10 but I've tried everyting. Anyone have any thoughts?

-Jeff

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Darkstorm] #41491
02/24/05 05:56
02/24/05 05:56
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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You're stuck. My knowledge is that this has to do with magnifactation filtering. Now you could try to lessen it by using the Clamp operation instead of wrap. But that probably will not eliminate it.

The edges are looking to filter/blend themselves with their nearest neighbors. However, these neighbors are on another map in this case. Near, but yet soooo far away.

Good luck.

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Steempipe] #41492
02/24/05 12:27
02/24/05 12:27
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline OP
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Darkstorm  Offline OP
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Man first ent_fixnormals and now this... you just like to ruin my day don't you . I'll try it with clamp but I think that I've already been down that road before. Once again, thanks for the info.

-Jeff

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Darkstorm] #41493
02/25/05 13:49
02/25/05 13:49
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

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Nadester  Offline

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Cover it up with some shrubs

Well.. or you could cover it up with dirt sprites that blend to the terrain with an alpha map, if you want to be a little more creative.

As for the actual shader problem... I ran into the same issue with the exact same effect. I'm currently experimenting, but if I come up with a fix I'll be sure to let you know.


--Eric
Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Nadester] #41494
02/25/05 14:56
02/25/05 14:56
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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The picture shows where two terrains meet up that are using the same multitexturing shader?


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Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Darkstorm] #41495
02/25/05 16:12
02/25/05 16:12
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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if it is really a tilable texture then you should be able to solve it by choosing the right scaling-factor. thats some fine tuning by testing or calculating..

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: ello] #41496
02/26/05 10:10
02/26/05 10:10
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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aha! Ello you made me realize something...

Look at the two terrains closely... it looks like the one on the left is scaled bigger than the right ... I have no idea why it would do this, but it's what it looks like....

-Rhuarc


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Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Rhuarc] #41497
02/26/05 14:03
02/26/05 14:03
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline OP
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Darkstorm  Offline OP
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The textures do tile perfectly any other time... just not when on the terrain. Both hmp use the same action so they use the same scale factor... 10. So there is a magic number here that works? That can't be how its supposed to work is it?

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Darkstorm] #41498
02/26/05 14:06
02/26/05 14:06
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Try a power of two, like 8 or 16... does it still do it then?

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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My MSDN blog
Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Rhuarc] #41499
02/26/05 14:55
02/26/05 14:55
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline OP
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Darkstorm  Offline OP
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USA
Yeah power of two doesn't help. I've tried almost every number here. I wouldn't think that this was how this was designed to work. It would seem that it should work with any scale factor but it just doesn't.

Is it possible that the UV coords of the HMP format are just screwy? I noticed that this is a problem even without shaders. I then made a model out of two polygons, planar mapped it with the same texture, lined up bunch of them up in wed and the textures tiled perfectly.

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