Nadrin / PBR

An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.

Home Page:https://www.siejak.pl/projects/pbr

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Cubemap Seams

aWilson41 opened this issue · comments

Great learning resource! Thanks!

I found when applying similar techniques in OpenGL and testing on a sphere with some amount of roughness that I needed to add:

 glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

To the cubemap textures to prevent any visible seams on cubemap edges.

image

Might be useful to anyone that finds it.