   Seams between split-up textures! What do I do?
  Hi there,my engine generates terrain from heightmaps. A heightmap-manager tiles different heightmaps together. To fix the problem that the last column of pixels in the first heightmap isnt the same as the first column of pixels in the next heightmap, I make my raw-files (heightmaps) 129x129. The last column to the right and last row down are copies of the first pixel-row and column of the naighbour-heightmaps. That way vertex heights of the edges of the heightmaps fit together.I hope you understand this explanation. It works!!The real problem comes when I try to fit the split-up textures on top of the separate heightmaps. My designer has just split up a big texture in smaller parts to fit the size of the individual heightmaps. The problem is that I get seams on the edge because the vertices on the edge has different texture-coordinates for polygons on the right side compared to the polygons on the left side. This is obvious since the coordinates refers to different pixels (since the texture is split up!As you can hear, I see the problem I just dont know how to fix it. I cant make an extra row and column consisting of copied pixels of the naighbouring textures since opengl dont respond well on 513x513 textures =)What is the most common way to fix this problem? Im desparate..=)Thanks for you time!   
  Ok, no replies!I guess I dint express myself clearly. So I will try and explain the problem a little differently.Imagine 4 meshes, each a perfect square. They are placed so they look like one perfect square. You have 1 texture that covers all 4 meshes, but you want to divide the texture in 4 so each mesh has its own texture.After division, seams appear on the edges between the meshes. How do I avoid that?Hope that helped, thx in advance!   ;  This is caused by the texture interpolation.Tiling Textures Without Seams;  Ok, so using clampToEdge, writing your own mipMap-generator and overlapping texture texels is the way to go.Do they do that in the big games? What is the most common solution?   ;  I agree, try clamping the edge of the textures just by using the extension GL_CLAMP_EDGE_EXT or somesuch...   ;  Please note that this extension isn't supported on Intel mobile graphics hardware.   ;  GL_CLAMP is your friend   