Josh Posted November 11 Share Posted November 11 Small UV scale discrepency can form that causes a crack in tessellated surfaces. Reexamine quad generation routine to ensure there is no stretching. test2.zip Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 11 Author Share Posted November 11 Also look into the GPU vertex data structure and the precision of UV coords. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 11 Author Share Posted November 11 Saving this image for reference for later, good illustration of the issue. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted November 11 Author Solution Share Posted November 11 Got it. I had to change the way this works a little bit... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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