Reputation: 749
I'm currently working on voxel terrain generation in Unity, and I've run into something annoying:
From certain camera angles, you can see seams between the edges of chunk meshes, as pictured below:
What I know:
Can someone explain what's causing this, and whether there's a way to solve this other than disabling AA?
Upvotes: 0
Views: 2004
Reputation: 100632
Almost certainly the side faces are demonstrating z-buffer fighting with the top faces — precision is imperfect so along the seam of your geometry rounding errors are making the very top of the brown face of one cube seem to be closer to the camera than the very top of the green face of the next.
Ideally, don't draw the brown faces that definitely aren't visible — if a cube has a neighbour on face X then don't draw either its face X or its neighbour's adjoining face.
Upvotes: 1