Hi, I’ve just implemented a lightmap calulator and rendering them, in my engine. The problem is, that when I use a filter other than GL_NEAREST (which looks like crap, as we all know), I get artefacts at the edges of my polygons. What I think is happening, is that the bi-linear filter is wrapping the egdes around for its filturing calculations. So if I have a poly that goes from bright to dark, and I render it with GL_LINEAR or GL_LINEAR_MIPMAP_LINEAR, on the dark side, on the edge, there is a light line, on the light side, there is a dark line.
Although this is only a small error, and sometimes not noticable, I would like to know if there is a way to render them without introducing stupid errors like that.
Thanks in advance, Danny Lousberg