Hi.
So when I put all my generated height meshes together, I can clearly see there is some issue with sampling the texture over the borders. It looks like this:
And because MeshBuilder.CreateGroundFromHeightMap
takes just a texture path (not the BABYLON.Texture class) I don’t have access to the texture.
Is there anything I can do about it?
I think that the texture for the MeshBuilder.CreateGroundFromHeightMap
needs access to the wrap mode. This helped me to achieve a something I wanted:
mix.mixTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
mix.mixTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
mix.mixTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
mix.mixTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
But since there’s no access to the displacement map…At least I cannot find it anywhere inside the generated mesh object.
Here’s how it should look like (no bad pixels on the edges of the textures). Ofcourse I’m not using the height maps here, just a .glb mesh instead.