I am trying to tile the texture from multiple images onto a plane geometry using MeshFaceMaterial. Every thing works fine, except for a blurry edge forming in between tiles.
.
var textureArray = [];
var tileColumns = 2;
var tileRows = 1;
textureArray[0] = THREE.ImageUtils.loadTexture('./test3.jpg');
textureArray[1] = THREE.ImageUtils.loadTexture('./test4.jpg');
var faceCountPerTileX = 2 * widthSegments/tileColumns;
var faceCountPerTileY = heightSegments/tileRows;
var faceCountX = 2 * widthSegments;
var faceCountY = heightSegments;
for(var tileIndexY = 0; tileIndexY < tileRows; tileIndexY++){
for(var tileIndexX = 0; tileIndexX < tileColumns; tileIndexX++){
var index = tileIndexY * tileColumns + tileIndexX;
textureArray[index].wrapS = THREE.RepeatWrapping;
textureArray[index].wrapT = THREE.RepeatWrapping;
textureArray[index].repeat.set(tileColumns,tileRows);
materialContainer[tileIndexY * tileColumns + tileIndexX] = new THREE.MeshBasicMaterial({
map: textureArray[tileIndexY * tileColumns + tileIndexX],
overdraw: true,
ambient: 0xffffff
});
for(var faceIndexY = tileIndexY * faceCountPerTileY; faceIndexY < (tileIndexY+1) * faceCountPerTileY; faceIndexY++){
for(var faceIndexX = tileIndexX * faceCountPerTileX; faceIndexX < (tileIndexX+1) * faceCountPerTileX; faceIndexX++){
g.faces[faceIndexY * faceCountX + faceIndexX].materialIndex = tileIndexY * tileColumns + tileIndexX;
}
}
}
}
var mat = new THREE.MeshFaceMaterial(materialContainer);
var obj = new THREE.Mesh(g, mat);
I have tried all known solutions, i have even tried writing a custom shader and using ShaderMaterial. But no luck, can some help me out to fix the issue?