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; }
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...
@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/