Little success:

Got rid of the dark edges, but the slightly colored edges remain.
Does ANYBODY have an idea ?????
Changes: Searching vor min/max uv´s of tri, then adding .5 texel for min-u/v, substracting .5 texel of every max-u/v
Cy

Got rid of the dark edges, but the slightly colored edges remain.
Does ANYBODY have an idea ?????
For vert=0 To 2 If minu#>tri\pu[vert] Then minu#=tri\pu[vert] If maxu#<tri\pu[vert] Then maxu#=tri\pu[vert] If minv#>tri\pv[vert] Then minv#=tri\pv[vert] If maxv#<tri\pv[vert] Then maxv#=tri\pv[vert] Next For vert=0 To 2 If minu#=tri\pu[vert] Then addu#=(1/lmsize)*.5 If maxu#=tri\pu[vert] Then addu#=-(1/lmsize)*.5 If minv#=tri\pv[vert] Then addv#=(1/lmsize)*.5 If maxv#=tri\pv[vert] Then addv#=-(1/lmsize)*.5 u#=((tri\pu[vert] * (size /lmsize) )+(x/lmsize))+addu# v#=((tri\pv[vert] * (size / lmsize) )+(y/lmsize))+addv# DebugLog "VERTEX "+tri\vert[vert]+" Texturcoord: "+u*mapw+" "+v*maph+" - "+tri\pu[vert]+" "+tri\pv[vert] VertexTexCoords(tri\surface,tri\vert[vert],u,v,1,cset) Next
Changes: Searching vor min/max uv´s of tri, then adding .5 texel for min-u/v, substracting .5 texel of every max-u/v
Cy