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Home/ Questions/Q 6736325
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T11:07:00+00:00 2026-05-26T11:07:00+00:00

I’m trying to draw a basic 2d ground mesh made up of smaller tiles

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I’m trying to draw a basic 2d ground mesh made up of smaller tiles from a texture atlas (note the 1 pixel transparent border):

enter image description here

I render the tiles as texture quads using the following code:

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_SHORT, 0, &m_coords[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &m_uvs[0]);

glDrawArrays(GL_TRIANGLES, 0, m_coords.size() / 2);

glBindTexture(GL_TEXTURE_2D, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);

The positions are obviously integer coordinates. The UV coordinates for the corners are calculated like this:

u0 = float(x) / float(texWidth);
v0 = float(y) / float(texHeight);
u1 = float(x+w) / float(texWidth);
v1 = float(y+h) / float(texHeight);

Where w and h is the size of the tile without the padding.

It looks great when the modelview transform is snapped to an integer position (right), but when it starts to move I get black thingies between the tiles (left):

enter image description here

From what I understand I should offset the UV coordinates with a half texel to make it work, but if I change the UV calculations to:

u0 = float(x+0.5f) / float(texWidth);
v0 = float(y+0.5f) / float(texHeight);
u1 = float(x+w-0.5f) / float(texWidth);
v1 = float(y+h-0.5f) / float(texHeight);

It still doesn’t work. Is this the correct way to do it? Do I need blending for this to work? If I offset the tiles to make sure they’re snapped to the pixel grid it works, but that makes it snap when moving slowly. How do people usually solve this?

EDIT

I should ofc have said that it’s on the iphone.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T11:07:00+00:00Added an answer on May 26, 2026 at 11:07 am

    Your border shouldn’t be transparent, but rather the pixels from the opposing side of each subtexture. For example the border on the right hand side of each sub-texture should be a copy of the left-most line of pixels, i.e. the pixels that it would wrap around to.

    That is how you “cheat” wrapping for the texture sampler on the borders.

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