Mikuro
Crotchety UI Nitpicker
Basic problem: I can't figure out how to display images that are bigger than 256x256 pixels in a way that looks seamless.
Pseudo-solution: Since OpenGL textures cannot be larger than 256 pixels wide or high, I split my larger textures into multiple textures and apply them to side-by-side quads. Fair enough. A bit of a pain, but I rewrote my program to do it. It looks fine....except when transformations are applied.
More specific problem: If I rotate my group of quads, I get seams between the different pieces (see attached image).
At first I thought "Oh! I need to use the border when creating my texture! I remember reading about that!" So I rewrote my program to do that, but it didn't change anything.
Strangely, the problem only seems to occur when I use GL_LINEAR as my scaling filter. If I set it to GL_NEAREST, there are no seams; of course, the whole image looks much worse that way, so this is not a satisfying solution. (My main test is drawing the image at 1/4th normal size, but the seams are present at full size with linear scaling, too.)
Any tips? I assume this is a pretty common problem with a common workaround (I've certainly heard enough people mention the problem in my searches, but I haven't found any specifics on solutions), so I hope my code isn't necessary. If it is, I can post whatever might be relevant.
Pseudo-solution: Since OpenGL textures cannot be larger than 256 pixels wide or high, I split my larger textures into multiple textures and apply them to side-by-side quads. Fair enough. A bit of a pain, but I rewrote my program to do it. It looks fine....except when transformations are applied.
More specific problem: If I rotate my group of quads, I get seams between the different pieces (see attached image).
At first I thought "Oh! I need to use the border when creating my texture! I remember reading about that!" So I rewrote my program to do that, but it didn't change anything.
Strangely, the problem only seems to occur when I use GL_LINEAR as my scaling filter. If I set it to GL_NEAREST, there are no seams; of course, the whole image looks much worse that way, so this is not a satisfying solution. (My main test is drawing the image at 1/4th normal size, but the seams are present at full size with linear scaling, too.)
Any tips? I assume this is a pretty common problem with a common workaround (I've certainly heard enough people mention the problem in my searches, but I haven't found any specifics on solutions), so I hope my code isn't necessary. If it is, I can post whatever might be relevant.