I just tried an export from blender to .glb with a simple model and a few simple textures.
By default the sandbox selects the “Linear/Nearest & linear mip” This seems to cause terrible artifacts around all my edges of colors making them wobble and pixelate. There is no stitching happening here of uv islands , this is one uv island.
If I change it to another sampling method like ““Nearest/Linear & nearest mip” the issue is fixed ( some others fix it as well”
Look at this gif , notice the button areas ( black circles with white stroke… ) The bad looking one is the default sandbox sample I just mentioned:
ps . the diffuse is 4k so something is wrong here. also there is no break in geometry in those areas , they are planar faces.
i will still check it in a normal babylon engine load , I was just was doing a test in the sandbox and saw this and thought I better report it as it cant be right im sure.