im talking about the ugly joins u get when u have 2 textures sitting side by side, with any other texturefiltering method than GL_NEAREST
ok methods to solve it are
A/ texture borders, yuck + not supported in all hardware
B/ shifting the texture coordinates in a bit, ie creating your own border inside the texture
thanks, v-man also mentioned something else i never thought of, keeping the filtering at NEAREST and doing a 4pixel average in the fragment shader (not 100%sure if this is gonna work i might have to offset the texture abit)
any ways ill see how it goes