I split up a very big bitmap to a number of textures, but get visible seams between adjacent quads due to filtering (!! textures are diplayed correctly).
to get rid of the seams, i split my image so, that every texturemap has one pixelrow of the neighbouring texture in its border.
when i load this resulting 258x258 textures with border value=1 i get some greyish colors and distorted textures.
Seems, that Opengl takes the borderpixels as texture pixels.
Has anyone any idea whats going wrong with it or should i provide more detailed information what commands i actually use?
im not doing anything special, just:
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->sizeX, TextureImage->sizeY, 1, GL_RGB, GL_UNSIGNED_BYTE, TextureImage->data);
thanx for help,