This is because your page might be anywhere in your page texture, neighbouring other pages which have completely different colors, and when you sample an interpolated pixel near the border of the page, it interpolates between pixels of unrelated pages.
Usually the borders are build at preprocessing time, where the first 4 pixel horizontal or vertical lines are duplicated from a neighbouring page to serve as a border in the former page and visa versa.
Today I realized that the pages on disk don't need any borders at all, because you will always have all the information available to you to build those borders at upload time..
In this case, we've got a polygon crossing two pages, which are both visible, and both loaded from disk.
Here we can just copy the border pixels from both pages to the other one.
So what about this case?
Here we've got the same polygon crossing the same two pages, but one isn't loaded yet (or it's visible, in which case we really don't care), and we only have a lower resolution version of that page.
So what are we going to do now?
Well, we simply up-sample the lower resolution page, and then just copy border pixels from that page as before.
And when you think about it, this is actually more correct, because if we used a preprocessed border it would have been be a higher resolution border, and we'd actually get a (very subtle) seem here because the neighbouring page is different!
- Borders do not need to be stored, less disk space required.
- The most correct resolution border is always in memory anyway.
- Preprocessing is simplified.
- More bookkeeping / work at runtime (but not much).
- Borders of adjacent pages need to be updated when you load in a higher resolution page.