Hi folks, long time no see!
I am mucking about with some stuff hlsl-wise, and I’ve come across something annoying which I can’t workaround. It is no big deal but one of those annoying things which keeps me noodling away. I’ve been at it for hours now, outputting the uvs, transformed uvs, allsorts of stuff, to see if I can understand why it’s happening, but I can’t as yet.
I am hoping that maybe one of our shader gurus will be able to explain to me what’s going on! :):
I was writing up this UDK packed-texture example in hlsl to fiddle with in max.
http://udn.epicgames.com/Three/TerrainAdvancedTextures.html#Texture%20Packing:%20Implementing%20large%20texture%20tile%20sets
I’ve attached a screenshot of the shader in max. It’s just outputting diffuse pixels, and I have taken into consideration the padding suggested in the article. Despite having some padding there’s still a pesky seam visible if the filtering of the texture is anything other than ‘NONE’.
Maybe this is just something which can’t be avoided in this technique, but it seems that it should be doable, it would be great if any of you guys can explain to me what I’m doing wrong.
Cheers,
cw