I'm making a voxel game in XNA, and have filthy visual artifacts on long distances.
I use 2048*2048 atlases.
I'm already using mipmaps and 16x anisotropic filtering.
I've read this blog post, but I'm not quite sure that this is the problem.
This is how it looks like:
The atlas I'm using looks like this:
The topmost left square is used on the screenshots. I'm using XNA Content Processor mipmap compiler to generate mipmaps.
Every cube on the screen is separate, there is no gigantic cubes.
Does anybody have a clue what might it be?