You don't need a straight line to fix it. You just need to set the proper OpenGL behaviors. That's why I provided the relevant link earlier in the thread. Basically ... when the UV crosses the seam ... I allow the UV to go to 1.01 or 1.x and that .x portion is just wrap around if the proper OpenGL setting is poked.
It's just another way to say that OPENGL can automatically TILE your textures for you so that wrap around does not make bizzare artifacts. But I also need to make sure my UVS don't wrap explicitly ... they mych get just over the U=1.0 line and I can do that by iterating by face as I set UVs.
It's just another way to say that OPENGL can automatically TILE your textures for you so that wrap around does not make bizzare artifacts. But I also need to make sure my UVS don't wrap explicitly ... they mych get just over the U=1.0 line and I can do that by iterating by face as I set UVs.