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Because when working with a textured asset, these seam distortions simply don't occur. The inverse of the distortion is baked into the texture map of the asset.
by meindnoch 2y ago
Because when working with a textured asset, these seam distortions simply don't occur. The inverse of the distortion is baked into the texture map of the asset. So the distortion between a triangle's world-space size vs. its texture-space size cancels out exactly, and everything looks correct.
- GolDDranks 2y agoOkay, so the same idea that I spitballed in a sibling thread: > Btw. wouldn't it be possible in modern pipelines to remap or "disfigure" the texture when converting to triangles, so that it counters the bias accordingly? Ah, but that bakes in the shape of the quad, so it can't be modified runtime or it will get distorted again, right. How does that work with animated meshes?
- meindnoch 2y agoIf you animate the mesh in a non-affine way, then seams are inevitable. The quad-rendering technique described in the article wouldn't save you from that either: seams would appear where two quads meet.