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Wow, that looks fantastic!

I do remember the seamless cubemap texture problem, but only from the GL days. There was an extension to deal with it in GL...

https://developer.download.nvidia.com/opengl/specs/GL_ARB_seamless_cubemap_per_t...

...but according to a quick google, D3D didn't get a fix for this until D3D9-ish.

I can't think of a way you could fudge this by distorting cube faces either so sorry but I think you're stuck with it in B3D.

But it all looks pretty seamless from here anyway!

hmm interesting. Thank you for the paper. I will take a look at it. But in the meantime I actually figured out a small workaround for it. Just need to figure out whats the fastest way to solve this issue. After all I am drawing just 6 textures, I can play around with them hehehe... I am planning to use nearby pixels approach. it should actually work...