Awful seams when messing with lod levels on cube maps (OGL)

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toglia
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Awful seams when messing with lod levels on cube maps (OGL)

Post by toglia »

I'm starting to feel that DirectX handles cubemap texturing better than OpenGL? I was messing with the lod levels on a cube map trying to mimic a brass metal shader (as a saw on a hlsl tutorial) but it looks awful cause the seams show clearly. On the hlsl tutorial it looked impeccable.

Image

Texture taken from the humus lib, and assembled in CubeMapGen.
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toglia
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Re: Awful seams when messing with lod levels on cube maps (O

Post by toglia »

Its always important to specify this in the texture unit:

Code: Select all

tex_address_mode clamp
I forgot cause I was using a custom shader...
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