Glitchy line artifacts appearing between separate static meshes.

I am trying to create a kind of tile system which requires placing various meshes next to each other that have flat surfaces. Depending on the lighting angle and camera angle these lines can appear sometimes between the static meshes.

My assumption here is that somehow the sides of the mesh are leaking through that have different shadows/lightning angle and the engine is instead rendering the pixel from the side of the mesh instead of the top because of some floating point difference potentially.

I am not really aware of any strategies to resolve this and am looking for some advice.

Thank you!

Here is an image of the actual mesh with the normals, tangents and binormals.

Of course I immediately figure out a solution after posting this. All I had to do was delete the unvisible geometry from the mesh and the issue is gone.

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