How can I eliminate the appearance of tile seams while applying textures to a mesh?

I am currently working on a project where I am creating a sphere and attaching images to each face of the sphere. My code constructs a sphere with 12 sections horizontally and 6 sections vertically. To properly tile the textures, I set the wrap to repeating and adjusted the repeat size as shown below:

var texture = new THREE.ImageUtils.loadTexture( path );

texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( geo_width, geo_height );                

return new THREE.MeshBasicMaterial({ map: texture, side: THREE.BackSide, overdraw: true  });

Although this method works, I am encountering lines between each texture. Is there a way to remove these lines, or are there alternative techniques for face-tiling that I should consider?

Answer №1

When textures repeat at the edges of the geometry, it creates a disjointed appearance. This is not ideal for the current situation.

To resolve this issue, consider adjusting the texture coordinate generation so that the coordinates range from 0 to 1 on each individual tile rather than only on the first tile of the entire sphere.

Unfortunately, I am not familiar with Three.js, so I cannot provide specific advice on its API.

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