03-23-2023, 05:06 PM
It's an interesting issue.
I didn't notice it before and I think I already used a simple box with a normal map.
Anyway, as far the mesh gets more faces or the UV mesh gets more complex and the issue seems to go away.
If we extract those faces and use the same material/texture on them we don't see the issue:
In this example I'm overlapping all the cube faces and using the entire UV range and we see the glitch stays in the same place as you shown in your cube.
It looks like something in the shader code.
Thanks for reporting.
I didn't notice it before and I think I already used a simple box with a normal map.
Anyway, as far the mesh gets more faces or the UV mesh gets more complex and the issue seems to go away.
If we extract those faces and use the same material/texture on them we don't see the issue:
In this example I'm overlapping all the cube faces and using the entire UV range and we see the glitch stays in the same place as you shown in your cube.
It looks like something in the shader code.
Thanks for reporting.