   Stitching tile assets together without seams. Any suggestions? (Image inside)
  Hi,I've tested some tile assets ingame now and just realized they don't look that nice. There's a seam visible between each tile eventhough there's no "real" disconnection between them. I suppose this is related to floating point accuracy or the Z-buffer. Here's a screenshot:It's *a lot* more visible in motion and with more lights. Now, what would you do about this? If it's possible for me to code "away" then that would be the optimal solution. If not, do I have to tell the artist to make skirts or anything like that? I really can't get my head around this, it's really depressing when we've put so much work into it.   
  Do you have t-junctions in your geometry?   ;Quote:Original post by EmergentDo you have t-junctions in your geometry?The geometry isn't procedurally generated, but imported from a 3D modelling package. So I'm not sure how this would apply, if at all. I know it does for heightmaps but not for imported art.   ;  Suppose you designed two models and placed them next to each other with the idea that they would seamlessly fit together.  But suppose that when you did this, a vertex of one model sat on an edge of another model.  This would be a t-junction.You'll be able to tell at a glance if this is your problem here by also showing a shot of the same scene with wireframe superimposed.   ;  Thanks for the explaination! That definatly happens, but in Neverwinter Nights and Dungeon Siege it doesn't pose a problem.I've found this from the GDC 2005 papers on Dungeon Siege:Quote:We determined that the added complexity of stitching was unnecessary and instead chose to just render the nodes right on top of each other. With precise math, the seams would not be visible. In practice, this worked out quite well.Any idea what this means? Is it simply wording or does "on top" mean that they're offsetting the meshes at rendering time to hide these seams? I'm really at a loss here, and this seems like it could be the solution I'm looking for!   ;  Have you tried using doubles to increase the accuracy of the position of each tile instead of floats?   ;  If you don't find a "Neverwinter Nights" style solution that somehow beats t-junction sparklies with raw precision and a little bit of screen-space overlap, another option is to just write a simple program to preprocess your geometry.1. Determine a list of "interface" vertices.  This is the union of all the sets of boundary vertices of all the tile models.2. For each model, split any edge on which an "interface" vertex lies.This will eliminate t-junctions by giving all models a common set of vertices at the boundaries.;  Gah! I drew planes directly to see if the error persisted there but it didn't, and upon checking the exporter it suffers from some crazy precision error in MAX which reports the vertex at point 1.9999f instead of 2.0, so those verts never line up with the next shape on the other side.   