   [SOLVED] Transforming a 2D Map Without Artifacts
  I'm making your standard hardware accelerated 2D game, which uses textured quads, in OpenGL. I want to transform these sprites (right now I just want the ability to zoom in on my tiled map, but I'll probably need rotation/sclaing on other sprites at some point) without nasty artifacts appearing.Can anyone suggest any texture settings or methods of reducing (or, even better, elminating them completely) these artifacts?Screenshot of the artifacts:http://i20.photobucket.com/albums/b231/datriot/Screenshot-1.pngAs you can see, seams between each tile start to show. I've tried mipmapping and experimenting with different texture parameters, but I haven't found a solution.[Edited by - -Datriot- on June 30, 2009 1:17:27 PM]
  These are filtering artefacts at the edge of each texture (filtering in the default border colour, i.e. black). You can remove these by setting the texture wrap mode to GL_CLAMP_TO_EDGE (not GL_CLAMP!).   ;Quote:Original post by swiftcoderThese are filtering artefacts at the edge of each texture (filtering in the default border colour, i.e. black). You can remove these by setting the texture wrap mode to GL_CLAMP_TO_EDGE (not GL_CLAMP!).D'oh! I actually tried GL_CLAMP, but not GL_CLAMP_TO_EDGE. I should have figured that it was the borders that were causing the problem.Thanks for the help, it works perfectly now. :)   