@EmpirePhoenix said:
Repeating will never work flawlessy, if you do not introduce additional vertexes.
You will always have a glichy transition, since all mipmap and texturefiltering that are standart fail when doing so. This is the reason I asked for Texturearray support first.
Of course I would be happy if you prove me wrong. (And if not there could be a additional similar class that creates a arraytexture instead)
Well there is some options to counteract the mipmapping issue you mention. It would maybe require partially repeating the texture on the atlas already (depending on how the actual texture coordinates look) or at least leaving a border with a “clamped” bit of the texture. But you are right its an issue, thats why its not in yet
For all who don’t understand what he means: Textures will bleed into each other at the atlas tile borders when the mipmapping / scaling happens. So you might get visual seams on the models texture border when you zoom out. For models that use only texture coordinates from 0-1 like in the screenshot that doesn’t matter much though as they mostly have a border around the actually used parts.