Wireframe ‘bleeding through’

Note that from a texture sampling point of view a texture’s left edge actually touches the right edge and the top edge touches the bottom edge. So you can get bleed through from the opposite side of the texture. (at least I think you can)

Richard

Under certain aspects and certain distance the wireframe of my model seems to andquot;bleed throughandquot; (The arrows in the picture point to the andquot;bleedingandquot;. It is certainly no interior and strange fact is that I mirrored the part, meaning the front is exactly the same construction, but it doesn’t andquot;bleedandquot;
Is there a cure for this?

The texture-part for the roof is picked from the middle of a bigger texture containing the exhaust a.o.
There is no white near the borders. But somehow andnbsp;you must be correct with the texture sampling issue because Chris’ site reminded me of the long forgotten tip to change andquot;MipLinearandquot; to andquot;LinearMipLinearandquot; and that did the trick.
I really would like to know where the brighter spots do come from. As I said there is far and wide (at least 1cm on the screen) no brighter colour.

Odds are that it is a texture sampling issue. When your video card gets the texture it isn’t andquot;exactandquot; and at certain angles/distances this can result in the wrong color being picked up.

Have a look at: [img:2bj48n0b]http://www.christrains.com/entrypoint.html[/img:2bj48n0b]
<!– m –><a class="postlink" href="http://www.christrains.com/entrypoint.html">http://www.christrains.com/entrypoint.html</a>&lt;!– m –>
and look at andquot;My textures are going white in the distance!andquot; in the FAQ

Richard

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