AcidFaucet wrote:
I downsized each individual texture from 256x256 to 250x250, centered it inside its part of the atlas, and then tiled its edges. The UV sample region has to adjust for it, but its just a "gutter_size" float. 250x250 was chosen arbitrarily. This seems to be the dominant way of solving atlas seam issues but I haven't tried using different texture2D functions yet (the ones with bias and such).
All right, I thought that was going to be simple to implement. However, something must still be wrong with my border code, because mipmapping still produces very noticeable borders.
By-the-bye, have you had a chance to look at
this entry by Ysaneya on atlas-based terrain texturing? I have been able to implement mipmapping successfully using his method, were the mipmap level is calculated manually in the shader, using dFdx() and dFdy(). This doesn't require the use of borders on the altas, but does push the minimum GPU-spec up a lot.
Click for full sizeI would be interested in pursuing your method further at some point, but for now this does the trick