![]() = 0 įirst I thought It's an issue with my sprite sheet so I different ones but that wasn't the problem it seems. VInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO ![]() IInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE age = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL Texture skins are often called seamless skins because of their trademark feathered edges that allow tools to be overlapped during stamping. IInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED IInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO SInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR SInfo.unnormalizedCoordinates = VK_FALSE SInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK VkGetPhysicalDeviceProperties(Engine::Get().GetGpuHandle(), &Props) ![]() SInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT There are more than 91,000 Vectors, Stock Photos & PSD files. SInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT In this tutorial, you will learn several techniques (some of them quite advanced) to help you turn almost any image into a seamless texture. You can find & download the most popular Seamless Fabric Texture Vectors on Freepik. SInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT SInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO I Would really Appreciate some insight on how to tackle this problem. ![]() They aren't seamless.I use a sprite sheet to send a single texture to the GPU and then Use Different Texture Coords for different BlockTypes.Also I'm using Vulkan As the Rendering Backend and here are some texturing details. As you can see in the image below the Textures have some kind of border. 96,000+ Vectors, Stock Photos & PSD files. I've been working on a minecraft clone recently and I've been able to generate simple infinite worlds with some noise for height Maps etc but the problem I'm facing are the textures. Find & Download Free Graphic Resources for Seamless Tile Texture. ![]()
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