So I did in fact want
RepeatWrapping
, but I had to useNearestFilter
to stop it from sampling multiple pixels.
…
AND I had to use my SMAAPass post-processing filter, e.g.:
…
So as you can see, my choices ofTHREE.NearestFilter, THREE.NearestMipmapNearestFilter
are the only options that would fix this
Just to be clear this will also introduce other side effects which you may or may not be okay with. The solutions I mentioned would not have these side effects. A couple things to note:
- using a variant of
NearestFilter
forminFilter
ormagFilter
will make the textures look pixelated when zooming in close or cause sharp transitions in mipmaps when looking at the texture from an oblique angle. - SMAA should not be needed to hide these artifacts when using
NearestFilter
and will introduce a few extra full screen quad draws which might not be desired on some lower end platforms.