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Great learning resource! Thanks!
I found when applying similar techniques in OpenGL and testing on a sphere with some amount of roughness that I needed to add:
glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
To the cubemap textures to prevent any visible seams on cubemap edges.
Might be useful to anyone that finds it.
The text was updated successfully, but these errors were encountered:
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Great learning resource! Thanks!
I found when applying similar techniques in OpenGL and testing on a sphere with some amount of roughness that I needed to add:
To the cubemap textures to prevent any visible seams on cubemap edges.
Might be useful to anyone that finds it.
The text was updated successfully, but these errors were encountered: