On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
>> Definitely looks like it.   Could you provide some further details on
>> this please:
>> a) Where are you seeing this ?
>> b) which materials file (dds ? regions? )
>> c) Have you deleted the Textures.high file to use lower resolution
>> textures?  The
>> trees in the screenshot look even more blocky than normal.
>
> After fresh pull yesterday, I can confirm the issue.
>
> a) Caribbean and French Alps so far
> b) using regional definitions
> c) no - just tried out of the box

I spent some time last night trying to repro this without much
success.  There is an issue with the very nice Caribbean texture
(Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
other than that The only time I saw anything like what Vivian and you
have reported is at very very long range where I can just make out a
"hat" if I look carefully enough.

This makes me think that this might be something to do with the way
that our graphics cards are generating the mipmaps.  Do either of you
see the same issue with dds textures?

I also went through all the tree textures to check that there weren't
overlaps on the boundaries, and in all cases except as noted above,
there's at least a 1 pixel gap above the top of the UV map.  I could
push a speculative fix setting the UV map for trees to a maximum
height of 0.24 rather than 0.25 and see if that makes a difference,
but it feels very much like a workaround.

Any other ideas would be most welcome, as at the moment I'm a bit
stumped as to how to fix this.

-Stuart

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