I am implementing Displacement mapping using DirectX 11 with its new tessellation stages.
Diffuse map and displacement map are generated by xNormal.
The result after I applied displacement mapping is cracked so badly.
Then I realized the values in the texture along seams are not the same/continuous, so I just use diffuse texture as displacement map, and the diffuse color is all-red.
The result is better but still 1-pixel gap along the seams.
I was confused by the little gap, so I enlarged the colored-part in the texture using MS painter, then the gap disappeared!
Now I just don't understand where the problem is. Even if the value along seams from different part of the texture is the same (red in this case), there are still gaps on the result model.
Here are the result screenshots. (reputation too low to post multiple links!)
I tried all sample filter here(MSDN) but nothing helps.
What causes the gap? It will be better if the problem can be solved by just modifying texture instead of changing my code.