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seen May 24 at 11:56

May
24
awarded  Scholar
May
24
comment Seamless tilemap rendering (borderless adjacent images)
OOh, thanks - the wrapping around the texture does explain it. I'll look in to those solutions!
May
24
accepted Seamless tilemap rendering (borderless adjacent images)
May
22
comment Seamless tilemap rendering (borderless adjacent images)
I don't think this will work well for us. It sounds like you're proposing that at 10% zoom we render an area 10 times bigger. This does not bode well for devices with limited fill rate. Also I'm still mystified why specifically GL_REPEAT only causes seams, and no other mode does. How could that be?
May
22
awarded  Nice Question
May
21
comment Seamless tilemap rendering (borderless adjacent images)
Thanks, but as I already noted the geometry is definitely exactly adjacent - in fact all the co-ordinates result in exact integers, so it's easy to tell. No atlases are used here.
May
20
revised Seamless tilemap rendering (borderless adjacent images)
added 143 characters in body
May
20
revised Seamless tilemap rendering (borderless adjacent images)
added 296 characters in body
May
20
revised Seamless tilemap rendering (borderless adjacent images)
added 296 characters in body
May
20
comment Seamless tilemap rendering (borderless adjacent images)
I already mentioned I tried GL_NEAREST (aka point filtering), and it doesn't fix it. I can't do #2 because I need to support NPOT devices.
May
20
revised Seamless tilemap rendering (borderless adjacent images)
added 296 characters in body
May
3
awarded  Yearling
May
3
revised Seamless tilemap rendering (borderless adjacent images)
deleted 73 characters in body
May
3
asked Seamless tilemap rendering (borderless adjacent images)
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awarded  Revival
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3
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Feb
26
awarded  Nice Question
Feb
24
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Feb
21
revised How can I stop the player from drifting due to local input prediction when they stop?
added 79 characters in body
Feb
21
comment How can I stop the player from drifting due to local input prediction when they stop?
Ah... that's a good point actually... I got mixed up: the connections are peer-to-peer (which is what WebRTC does), but the engine itself is server-client (one of the peers is just the server). Good point.