Hello, I’m drawing a texture with a simple method using vkCmdDrawIndexed(cmdBuf, 6, 1, 0, 0, 0). By the way, I found a weird phenomenon. Below attached images are showing the problem. When I draw the texture as 200x200 or bigger enough, there is no problem. But if I reduce the size like 80x80, suddenly the diagonal boundary of two triangles becomes broken. I couldn’t find the exact reason even though I tried to find it in various aspects like z-fighting, descriptor set, shader source, sampling properties(filter/mipmap/address/anisotropy), clearing depth/stencil buffers, synchronous with vkQueueWaitIdle/vkDeviceWaitIdle/semaphores, and etc by changing tons of options or properties. Especially in the fragment shader, if I draw a single color instead of getting a texel by using texture(inTexture, uv), the problem goes away but of course I should see just a monochrome color instead of the texture image. Or if I rotate the image along the x/y/z axes, the broken block dots disappear. Does somebody has any idea about the reason?
Test environment: MoltenVK 1.2.170, MacOS / MacBook Pro (13-inch, 2017).