-
-
Notifications
You must be signed in to change notification settings - Fork 21.8k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Gaps in Gridmap when moving camera #67673
Comments
Seem to remember something very similar opened back in 3.2 (?) days? |
Related to #16337 (possible duplicate?).
You need to decrease the cell size or make meshes larger instead. Otherwise, you're actually increasing the gap's size.
Pixel snap only affects 2D rendering, not 3D. |
MSAA and FSAA are both disabled.
I dont mean the cell size, there is a property in Gridmap that scales the cells, I think its called cell scale. |
In the minimal reproduction project that I uploaded here (and in my project too, at least on my end), perspective camera show lines aswell. |
I noticed it even happens on the editor, just preview the camera and move it around with the inspector. |
This is a mipmap/linear filtering bleeding issue. You need to pad your texture with at least 1 pixel of the same color (if you have mipmaps disabled), or more pixels if you have mipmaps enabled. How much padding you need depends on the texture's size and the maximum mipmap level you expect to be viewed in practice. Duplicate of #27837. |
Is this a duplicate? I'm having the same issue when the camera moves: |
Godot version
3.5
System information
Windows 10
Issue description
Lines between gridmap cells. theyre are not always there but flicker when moving.
-The window display properties are 1920x1080, viewport, keep.
-The camera is orthogonal, 45 angle, the mesh is a 1x1x1 cube, the texture used in the albedo has no filter, gridmap cellsize is 1x1x1.
-This is the box texture (66x44).

-I noted the lines are the same color as the surrounding pixels of the top square, so making the white square 1 pixel wider and taller kinda fixes the problem.
I've tried changing the gridmap cell scale property to something like 1.002, maybe helps a bit but the lines are still very obvious.
I tried pixel snap in the project settings, does not help.
I tried all viewport stretch settings, different resolutions, lines wont go away!
Is there a way around this?
Steps to reproduce
Spatial.
Gridmap.
Meshlib, 1 box with a texture (top different than walls) so lines are different color and visible, and no filter.
Orthogonal Camera (but it happens aswell in perspective, just less obvious).
Move the camera, and there they are!
Minimal reproduction project
GridmapTest.zip
The text was updated successfully, but these errors were encountered: