October 13, 200223 yr Hello people,I have created a grid composed of square ground polygons to be used as the airport tarmac... I had no problems with seams when using the old FS2000 method for creating ground polygons, but now that I have created the same polygon using the new floating point method, I am getting a SEAM between adjacent bitmaps...Here is a preview of the seams I am talkint about...http://www.aavirtual.com/screenshots/seams.jpgHere is an excerpt of the file used to create the grid:*****************************************************************Set( BUF 1024 )Set( LINBUF 1024 )set( areamx 1024 )set( fsvers 0x800 )Area( 5 18:26.08104 -066:0.82802 11 )LayerCall( :R1 12 )Jump( : ) :R1RefPoint( 7 :A3 1 18:26.08104 -066:0.82802 v1= 11112 V2= 4224 )BglVersion( 800 )TextureList( 0 6 ff 255 255 255 0 50 25.bmp 256 ff 255 255 255 0 50 25_lm.bmp 6 ff 255 255 255 0 50 26.bmp 256 ff 255 255 255 0 50 26_lm.bmp 6 ff 255 255 255 0 50 27.bmp 256 ff 255 255 255 0 50 27_lm.bmp 6 ff 255 255 255 0 50 28.bmp 256 ff 255 255 255 0 50 28_lm.bmp 6 ff 255 255 255 0 50 29.bmp 256 ff 255 255 255 0 50 29_lm.bmp 6 ff 255 255 255 0 50 30.bmp 256 ff 255 255 255 0 50 30_lm.bmp 6 ff 255 255 255 0 50 31.bmp 256 ff 255 255 255 0 50 31_lm.bmp 6 ff 255 255 255 0 50 32.bmp 256 ff 255 255 255 0 50 32_lm.bmp 6 ff 255 255 255 0 50 33.bmp 256 ff 255 255 255 0 50 33_lm.bmp 6 ff 255 255 255 0 50 34.bmp 256 ff 255 255 255 0 50 34_lm.bmp 6 ff 255 255 255 0 50 35.bmp 256 ff 255 255 255 0 50 35_lm.bmp 6 ff 255 255 255 0 50 36.bmp 256 ff 255 255 255 0 50 36_lm.bmp 6 ff 255 255 255 0 50 37.bmp 256 ff 255 255 255 0 50 37_lm.bmp 6 ff 255 255 255 0 50 38.bmp 256 ff 255 255 255 0 50 38_lm.bmp 6 ff 255 255 255 0 50 39.bmp 256 ff 255 255 255 0 50 39_lm.bmp 6 ff 255 255 255 0 50 40.bmp 256 ff 255 255 255 0 50 40_lm.bmp 6 ff 255 255 255 0 50 41.bmp 256 ff 255 255 255 0 50 41_lm.bmp 6 ff 255 255 255 0 50 42.bmp 256 ff 255 255 255 0 50 42_lm.bmp 6 ff 255 255 255 0 50 43.bmp 256 ff 255 255 255 0 50 43_lm.bmp 6 ff 255 255 255 0 50 44.bmp 256 ff 255 255 255 0 50 44_lm.bmp 6 ff 255 255 255 0 50 45.bmp 256 ff 255 255 255 0 50 45_lm.bmp 6 ff 255 255 255 0 50 46.bmp 256 ff 255 255 255 0 50 46_lm.bmp 6 ff 255 255 255 0 50 47.bmp 256 ff 255 255 255 0 50 47_lm.bmp 6 ff 255 255 255 0 50 48.bmp 256 ff 255 255 255 0 50 48_lm.bmp 6 ff 255 255 255 0 50 49.bmp 256 ff 255 255 255 0 50 49_lm.bmp 6 ff 255 255 255 0 50 50.bmp 256 ff 255 255 255 0 50 50_lm.bmp 6 ff 255 255 255 0 50 51.bmp 256 ff 255 255 255 0 50 51_lm.bmp 6 ff 255 255 255 0 50 52.bmp 256 ff 255 255 255 0 50 52_lm.bmp 6 ff 255 255 255 0 50 53.bmp 256 ff 255 255 255 0 50 53_lm.bmp 6 ff 255 255 255 0 50 54.bmp 256 ff 255 255 255 0 50 54_lm.bmp 6 ff 255 255 255 0 50 55.bmp 256 ff 255 255 255 0 50 55_lm.bmp 6 ff 255 255 255 0 50 56.bmp 256 ff 255 255 255 0 50 56_lm.bmp 6 ff 255 255 255 0 50 57.bmp 256 ff 255 255 255 0 50 57_lm.bmp 6 ff 255 255 255 0 50 58.bmp 256 ff 255 255 255 0 50 58_lm.bmp 6 ff 255 255 255 0 50 59.bmp 256 ff 255 255 255 0 50 59_lm.bmp 6 ff 255 255 255 0 50 60.bmp 256 ff 255 255 255 0 50 60_lm.bmp 6 ff 255 255 255 0 50 61.bmp 256 ff 255 255 255 0 50 61_lm.bmp 6 ff 255 255 255 0 50 62.bmp 256 ff 255 255 255 0 50 62_lm.bmp 6 ff 255 255 255 0 50 63.bmp 256 ff 255 255 255 0 50 63_lm.bmp 6 ff 255 255 255 0 50 64.bmp 256 ff 255 255 255 0 50 64_lm.bmp 6 ff 255 255 255 0 50 65.bmp 256 ff 255 255 255 0 50 65_lm.bmp 6 ff 255 255 255 0 50 66.bmp 256 ff 255 255 255 0 50 66_lm.bmp 6 ff 255 255 255 0 50 67.bmp 256 ff 255 255 255 0 50 67_lm.bmp 6 ff 255 255 255 0 50 68.bmp 256 ff 255 255 255 0 50 68_lm.bmp 6 ff 255 255 255 0 50 69.bmp 256 ff 255 255 255 0 50 69_lm.bmp 6 ff 255 255 255 0 50 70.bmp 256 ff 255 255 255 0 50 70_lm.bmp )MaterialList( 0 1.0 1.0 1.0 1.0 0.4 0.4 0.4 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 )VertexList( 0-256 0 512 0.0 1.0 0.0 0.0 0.0 ; 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#V00177 2560 0 -256 0.0 1.0 0.0 1.0 1.0 ; #V00178 2560 0 -512 0.0 1.0 0.0 1.0 0.0 ; #V00179 2560 0 -512 0.0 1.0 0.0 0.0 0.0 ; #V00180 2560 0 -256 0.0 1.0 0.0 0.0 1.0 ; #V00181 2816 0 -256 0.0 1.0 0.0 1.0 1.0 ; #V00182 2816 0 -512 0.0 1.0 0.0 1.0 0.0 ; #V00183 )SetMaterial( 0 00 )Dwx( ac 1 )DrawTrilist( 0 2 1 0 ; 3 2 0 ; )Dwx( ac 0 )SetMaterial( 0 02 )Dwx( ac 1 )DrawTrilist( 0 6 5 4 ; 7 6 4 ; )Dwx( ac 0 )SetMaterial( 0 04 )Dwx( ac 1 )DrawTrilist( 0 10 9 8 ; 11 10 8 ; )Dwx( ac 0 )SetMaterial( 0 06 )Dwx( ac 1 )DrawTrilist( 0 14 13 12 ; 15 14 12 ; )Dwx( ac 0 )SetMaterial( 0 08 )Dwx( ac 1 )DrawTrilist( 0 18 17 16 ; 19 18 16 ; )Dwx( ac 0 )SetMaterial( 0 10 )Dwx( ac 1 )DrawTrilist( 0 22 21 20 ; 23 22 20 ; )Dwx( ac 0 )SetMaterial( 0 12 )Dwx( ac 1 )DrawTrilist( 0 26 25 24 ; 27 26 24 ; )Dwx( ac 0 )SetMaterial( 0 14 )Dwx( ac 1 )DrawTrilist( 0 30 29 28 ; 31 30 28 ; )Dwx( ac 0 )SetMaterial( 0 16 )Dwx( ac 1 )DrawTrilist( 0 34 33 32 ; 35 34 32 ; )Dwx( ac 0 )SetMaterial( 0 18 )Dwx( ac 1 )DrawTrilist( 0 38 37 36 ; 39 38 36 ; )Dwx( ac 0 )SetMaterial( 0 20 )Dwx( ac 1 )DrawTrilist( 0 42 41 40 ; 43 42 40 ; )Dwx( ac 0 )SetMaterial( 0 22 )Dwx( ac 1 )DrawTrilist( 0 46 45 44 ; 47 46 44 ; )Dwx( ac 0 )SetMaterial( 0 24 )Dwx( ac 1 )DrawTrilist( 0 50 49 48 ; 51 50 48 ; )Dwx( ac 0 )SetMaterial( 0 26 )Dwx( ac 1 )DrawTrilist( 0 54 53 52 ; 55 54 52 ; )Dwx( ac 0 )SetMaterial( 0 28 )Dwx( ac 1 )DrawTrilist( 0 58 57 56 ; 59 58 56 ; )Dwx( ac 0 )SetMaterial( 0 30 )Dwx( ac 1 )DrawTrilist( 0 62 61 60 ; 63 62 60 ; )Dwx( ac 0 )SetMaterial( 0 32 )Dwx( ac 1 )DrawTrilist( 0 66 65 64 ; 67 66 64 ; )Dwx( ac 0 )SetMaterial( 0 34 )Dwx( ac 1 )DrawTrilist( 0 70 69 68 ; 71 70 68 ; )Dwx( ac 0 )SetMaterial( 0 36 )Dwx( ac 1 )DrawTrilist( 0 74 73 72 ; 75 74 72 ; )Dwx( ac 0 )SetMaterial( 0 38 )Dwx( ac 1 )DrawTrilist( 0 78 77 76 ; 79 78 76 ; )Dwx( ac 0 )SetMaterial( 0 40 )Dwx( ac 1 )DrawTrilist( 0 82 81 80 ; 83 82 80 ; )Dwx( ac 0 )SetMaterial( 0 42 )Dwx( ac 1 )DrawTrilist( 0 86 85 84 ; 87 86 84 ; )Dwx( ac 0 )SetMaterial( 0 44 )Dwx( ac 1 )DrawTrilist( 0 90 89 88 ; 91 90 88 ; )Dwx( ac 0 )SetMaterial( 0 46 )Dwx( ac 1 )DrawTrilist( 0 94 93 92 ; 95 94 92 ; )Dwx( ac 0 )SetMaterial( 0 48 )Dwx( ac 1 )DrawTrilist( 0 98 97 96 ; 99 98 96 ; )Dwx( ac 0 )SetMaterial( 0 50 )Dwx( ac 1 )DrawTrilist( 0 102 101 100 ; 103 102 100 ; )Dwx( ac 0 )SetMaterial( 0 52 )Dwx( ac 1 )DrawTrilist( 0 106 105 104 ; 107 106 104 ; )Dwx( ac 0 )SetMaterial( 0 54 )Dwx( ac 1 )DrawTrilist( 0 110 109 108 ; 111 110 108 ; )Dwx( ac 0 )SetMaterial( 0 56 )Dwx( ac 1 )DrawTrilist( 0 114 113 112 ; 115 114 112 ; )Dwx( ac 0 )SetMaterial( 0 58 )Dwx( ac 1 )DrawTrilist( 0 118 117 116 ; 119 118 116 ; )Dwx( ac 0 )SetMaterial( 0 60 )Dwx( ac 1 )DrawTrilist( 0 122 121 120 ; 123 122 120 ; )Dwx( ac 0 )SetMaterial( 0 62 )Dwx( ac 1 )DrawTrilist( 0 126 125 124 ; 127 126 124 ; )Dwx( ac 0 )SetMaterial( 0 64 )Dwx( ac 1 )DrawTrilist( 0 130 129 128 ; 131 130 128 ; )Dwx( ac 0 )SetMaterial( 0 66 )Dwx( ac 1 )DrawTrilist( 0 134 133 132 ; 135 134 132 ; )Dwx( ac 0 )SetMaterial( 0 68 )Dwx( ac 1 )DrawTrilist( 0 138 137 136 ; 139 138 136 ; )Dwx( ac 0 )SetMaterial( 0 70 )Dwx( ac 1 )DrawTrilist( 0 142 141 140 ; 143 142 140 ; )Dwx( ac 0 )SetMaterial( 0 72 )Dwx( ac 1 )DrawTrilist( 0 146 145 144 ; 147 146 144 ; )Dwx( ac 0 )SetMaterial( 0 74 )Dwx( ac 1 )DrawTrilist( 0 150 149 148 ; 151 150 148 ; )Dwx( ac 0 )SetMaterial( 0 76 )Dwx( ac 1 )DrawTrilist( 0 154 153 152 ; 155 154 152 ; )Dwx( ac 0 )SetMaterial( 0 78 )Dwx( ac 1 )DrawTrilist( 0 158 157 156 ; 159 158 156 ; )Dwx( ac 0 )SetMaterial( 0 80 )Dwx( ac 1 )DrawTrilist( 0 162 161 160 ; 163 162 160 ; )Dwx( ac 0 )SetMaterial( 0 82 )Dwx( ac 1 )DrawTrilist( 0 166 165 164 ; 167 166 164 ; )Dwx( ac 0 )SetMaterial( 0 84 )Dwx( ac 1 )DrawTrilist( 0 170 169 168 ; 171 170 168 ; )Dwx( ac 0 )SetMaterial( 0 86 )Dwx( ac 1 )DrawTrilist( 0 174 173 172 ; 175 174 172 ; )Dwx( ac 0 )SetMaterial( 0 88 )Dwx( ac 1 )DrawTrilist( 0 178 177 176 ; 179 178 176 ; )Dwx( ac 0 )SetMaterial( 0 90 )Dwx( ac 1 )DrawTrilist( 0 182 181 180 ; 183 182 180 ; )Dwx( ac 0 )EndVersion:A3ReturnEndA*****************************************************************Can anyone help me with getting rid of those nasty seams?? Thanks in advance!By the way, the textures used are 512x512 bitmaps...
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