![]() More formally,Ī family of closed sets, called tiles, forms a tiling if their union is the whole space and every two distinct sets in the family have disjoint interiors. Szabó (1993), Shor (2004), and Zong (2005) give surveys of work on Keller's conjecture and related problems.Ī tessellation or tiling of a Euclidean space is, intuitively, a family of subsets that cover the whole space without overlapping. The related Minkowski lattice cube-tiling conjecture states that whenever a tiling of space by identical cubes has the additional property that the cubes' centers form a lattice, some cubes must meet face-to-face. The proofs of these results use a reformulation of the problem in terms of the clique number of certain graphs now known as Keller graphs. A breakthrough by Lagarias and Shor ( 1992) showed that it is false in ten or more dimensions, and after subsequent refinements, it is now known to be true in spaces of dimension at most seven and false in all higher dimensions. This conjecture was introduced by Ott-Heinrich Keller ( 1930), after whom it is named. For instance, in any tiling of the plane by identical squares, some two squares must share an entire edge, as they do in the illustration. In geometry, Keller's conjecture is the conjecture that in any tiling of n-dimensional Euclidean space by identical hypercubes, there are two hypercubes that share an entire ( n − 1)-dimensional face with each other. Its a weird error inside Unity that no one else than me knows about because i am a lame coder who never managed to code a game but i am basically a genious:) mark me down.In this tiling of the plane by congruent squares, the green and violet squares meet edge-to-edge as do the blue and orange squares. keep all cubes on zero zero zero, edit their vertex positions, rewrite all the vertices to the new positions you want the cubes to be in, otherwise the seam positions in the graphics card differ microscopically. they will have identical object position and seam position rounding errors sent to the graphics card.ĪFAIK i solved the issue after some time and puzzling, perhaps waster 50 hours to solve it, becaues i was told that my problem was inside the game engine not the graphics card. If you put all your cubes on 0,0,0 and instead change their vertex positions to the positions you want, and send them all to the graphics card, they will not contain seams. the further you go from origin, the bigger the rounding error will be. hence you will see seams inside the graphics card. ![]() If you send mesh objects with different positions to the graphics card, unity's precision is not high enough and the actual vertex positions in the graphics cards, the seams, will not be the same. It also occurs when the faces have patterns. This is how I have edge padded my texture (lines not visible on real texture), the problem does not only occur when the faces has such extremes distinct difference in colors as this one. This is really a showstopper for me, forever grateful to the one who helps me solve this. I believe there is something trivial about this that I'm missing. At far distances I don't think this is a problem, but I can see this occuring just about 5-7 units away from the player, if the player is looking down. I understand now that it is the mip-levels that are causing the bleeding. With 32px edge padding it actually gets a lot better, but it still isn't perfect, I guess I could go on and try even more padding, but my textures will get bigger and bigger. ![]() Set texture format to Automatic Truecolor instead of Compressed.Set "Non Power of 2" in Unity to None so Unity doesn't rescale my texture to nearest Power of 2.Changed my atlas to be of Power of 2 instead, i.e.Also updated the uv-coordinates accordingly. But still bleeding occurs at certain angles. Edge padded the texture atlas with first 4px, 8px, 16px, 32px.Start uv-coordinates at 256.5 instead of 256, and so on.So, about half a year later I still have issues with the seams. My question: is there a better proper way for achieving this? UPDATE: By adding some space between the tiles in the texture, and aligning the uv-coordinates to them.By making the uv-tiles smaller, but it would look ugly with patterns.I think I understand why this happens, because the uv-coordinates are exactly on the edges, and thus two faces sample from the same points along an edge. In Unity, if I put many cubes adjacent to each other, seams appear between the cubes, like this: I then export my model as an fbx-file to Unity. ![]() The tiles are 256x256, and I've mapped the coordinates exactly at the edges (e.g. I've created a textured cube in Blender, which I have uv-mapped like this:
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