Original Post
I have set my game to have a viewport based on the current Window Width and Height. I have also set Ortho to be set to one value that never changes. Basically this means that when I make the window smaller it stretches, and expands when I make it bigger. When I originally rendered my textured quads, each texture was split up from the original tileset and then bound to it's own texture ID. In the new system I'm using Vertex Arrays, I have used texture coordinates so that I only use the one 512x512 texture sheet instead of binding each single tile texture. Now the problem is that if I dont use ClampToEdge I get seams, but if I do, I get almost like shimmering all over the screen. I guess my new question is, is this a limitation of using a big texture instead of splitting them up? Here's a picture of the seams, I would show you a picture of the 2nd one but it is hard to screenshot. It's almost like there are lines going through all my tiles but they are coloured the same as the textures. http://img21.imageshack.us/img21/2045/seamsx.jpg I've been scouring the internet for a while and some people say that you need to put a 1 pixel border around your tiles but this seems a bit annoying to have to do.