I am trying to make Terraria like game using WGPU and rust. There are gaps between tiles. The gaps are bigger and more common as I get far from world center. I've read that nearest filtering should help, hovewer I am already using it.
This is my code for calculating tile positions:
glam::vec3( self.world_center.x + chunk_size * (chunk.coords.0 as f32) - chunk_size / 2.0 + self.block_size / 2.0 + self.block_size * (x as f32), self.world_center.y + chunk_size * (chunk.coords.1 as f32) - chunk_size / 2.0 + self.block_size / 2.0 + self.block_size * (y as f32), 0.0, )
x and y is a position of a tile in a chunk. Tile (0, 0) is on the bottom left.
Thanks for your response!