Open GoogleCodeExporter opened 9 years ago
tl;dr: there's a potential workaround by fudging decodeOffsets.
Cross-posted here:
https://github.com/mrdoob/three.js/issues/4526#issuecomment-36589012
Yeah, so there's a bug in the float quantization, where things can be off by
half a quantized bucket. It is most visible in texture seams, because you can
have arbitrarily bad errors when your texcoords are off, whereas positions and
normals have visible errors proportional to numerical error (which is actually
quite small).
Note that even fixing float quantization won't necessarily completely fix this
problem; the real solution is to basically morph the texture from the float UVs
to the quantized UVs.
Unfortunately, I'm traveling a lot this month, and won't be able to directly
address this issue. One bit of advice: you can minimize the look of the seam by
hacking the JSON manifest file. decodeOffsets are usually 0 for UVs. Try making
it some small fractional value, like something from +/- 0.25-0.75 as a
workaround. Sorry! This is the best I can do for now.
Original comment by wonchun
on 4 Mar 2014 at 9:13
Original issue reported on code.google.com by
user972...@gmail.com
on 4 Mar 2014 at 2:38