mojira.dev

alexnder shapkin

Assigned

No issues.

Reported

No issues.

Comments

@jonathan2520 and other developers

if the geometry is correct, you can snap texture coordinates to the grid. they are usually not very large values.
after all transformations (C example):

float f_round (float f) {
float r = f - (float)(int) f;
f -= r;
return f;
}

float fsnap (float value, float cell) {
return f_round(value / cell) * cell;
}

it will reduce the accuracy of positioning the texture and probably will remove the computing error.
if cell = 0.01 it decrease accuracy to 1%
perhaps in a display lists is not able to do graceful...

/sorry for my bad english/

to Nathan Adams:
this bug can be fixed if to bind coordinates of all vertices to a small grid, such as 0.001 or less.