Hey guys,
I’ve got a bunch of tiled 512x512 textures that are drawn at the logical corresponding coordinates in ortho mode:
ex. (0,0) (0,512) (512,0) (512,512) would be an example of the 4 places I’m drawing them.
When everything is at a scale of 1, there is no problem and it all looks like one seamless background. However, when I allow the user to zoom out and do so via a
glScalef(scale, scale, 1.0f);
At seemingly random scaling values, OpenGL creates a black line in between the tiles, which seems like some sort of rounding problem. My coordinates are never actually changed - instead, the glScalef adjusts everything. Does anyone have any ideas as to why OpenGL is creating these lines, and how I can get around it?
Also I’m drawing each sprite via
glDrawArrays(GL_TRIANGLE_FAN)
Thanks!