Original Post
Hi,
I am in the middle of putting together a skybox for my (openGL) game engine and need some advice. How the hell do I get rid of the ''seams'' where bitmaps don''t tile properly (ie they look like mismatched wall paper)?
The engine has 6 degres of freedom, so all interior faces of the box have to match up.
Is the only way around this to carefully set up your original texture maps to avoid this, or is there another trick that I am missing?
If getting matched textures is the only option, does anyone have any handy links for these?
Cheers
Keef
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glDisable(WORK);
glEnable(GL_CODING);