The textures look good as long as the camera remains in a fixed position and rotation. However, when the camera is moving or rotating, (partial) lines appear between textures. I think it has to do something with subpixel correction. The texel is switching between the previous and the next one.
For my textures I use:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
The same problem appears when using GL_NEAREST.
The fragment shader uses simple texture lookups:
color = texture( textureID, UV );
Or maybe this is an aliasing problem?
Edit - image
Edit - UV image: same problem
Edit Normals as colors
It looks like the depth is not sorted well.
I am using perspective projection.
来源:https://stackoverflow.com/questions/33087680/texture-edges-are-moving-when-camera-is-moved

