I have floor, ceil, round every damn var from original s/t lightmap values clean out to the values being dumped in the shader and this is the best garbage out of all the garbage it has created. "floor/ceil coords" is too abstract man. I have wasted so much time on this. You don't have to be more clear but, I'm going back to my faux filter while I work on something else so I don't have to look at this mess. I have run out of values to modify.
I don't know if this matters but, I am not using blocklights. I have atlases for each texture batch. All UVs are created against the entire atlas. All vars dealing with UVs aside from the UVs themself are already whole numbers. I obviously am not going to floor/ceil UVs... I did try removing floating points past the first one, that didn't work either.
*past the first one = to only the hundreths and then I tried thousandths place
I don't know if this matters but, I am not using blocklights. I have atlases for each texture batch. All UVs are created against the entire atlas. All vars dealing with UVs aside from the UVs themself are already whole numbers. I obviously am not going to floor/ceil UVs... I did try removing floating points past the first one, that didn't work either.
*past the first one = to only the hundreths and then I tried thousandths place

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