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 Post subject: Re: fixing one texture seam problem for cubic type games
PostPosted: Sat Dec 03, 2011 10:40 am 
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Joined: Wed Jan 26, 2011 3:20 pm
Posts: 203
Location: Germany
I've done it. It's not so hard actually :)
Here you can see what i did to create it... (You need the head repository version of ogre thou)
http://gitorious.org/polyclient/polyclient/blobs/master/include/WorldManager.hpp#line377

the corresponding shaders are referenced in the source code and can be found here: http://gitorious.org/polyclient/polyclient/trees/master/bin/Media/materials


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 Post subject: Re: fixing one texture seam problem for cubic type games
PostPosted: Sun Dec 04, 2011 8:31 pm 

Joined: Sat Sep 18, 2010 9:45 pm
Posts: 189
Ker beat me to it. Hmm, is mip mapping work for you Ker? I had to manually load in mip maps from a DDS myself. Without doing so my textures are black for the lower mips.

http://pastebin.com/9Sr41z5J

It's a bit buggy because it assumes mips are the same from both. Not checking if one mip exceed the other.

I want to look into loading texture array DDS files directly.


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