I'm currently writing a simple voxel engine just to get some practice in, and I'm coming across some odd issues. In order to generate terrain, I create a mesh and then assign UV coordinates on a texture atlas to each vertex. Whenever I run the game, I get strange distortions, like these:
I've tried doing a few things so far:
- Generating mip maps for the texture atlas.
- Play around with the max size of the texture atlas.
- Play around with the format of the texture atlas.
Unfortunately, none of these have worked so far. As of right now, the import settings on the texture atlas itself look like this:
Is there any way I can get rid of these obnoxious distortions?