Hello there, I’m making a voxel based game. I am using Hierarchal Instanced Static Mesh Component(HISMC) to render the chunks.
The only issue I have is that there are white lines/seams in between the meshes. This is regardless of anti-aliasing settings. (Left side of the pic)
For a while I thought I fixed them by scaling up the mesh by a tiny amount(1.0001f or less), but this caused bad light bleeding issues where walls meet. (Right side of the pic)
I’d imagine the issue is due to floating point rounding errors, but I haven’t been able to find a solution that prevents both.
Brilliant idea! I would have never thought of trying that, especially because I figured planes would be the best way to have the most performance(Hiding the sides that won’t ever be visible), but using full cubes instead of planes appears to have no performance difference and solve the issue.
I’m going to do further tests to make sure, but my brief test of your idea seems to work perfectly. Thank you so much!