I have designed a tunnel with textured walls and ceiling that I can move around in via a positon signal from a NI DAQ card. The textures consist of a random black and white block pattern (there is no grey phase between black and white elements in the texture).
The issue is that when I move down the tunnel, the blocks stretch and contract non-uniformly in the direction of movement. The texture is a projected tiff image, but all nodes associated with the texture (the polygon it sits on, and the projection node) are all stationary.
I guess this is a classical texture to on-screen pixel rounding issue - if I allow for a lot of blurring at the boundaries (by e.g. loading a very small tiff image) the effect is no longer visible.
I have tried to play around with the various simple texture filters documented in the manual to get rid of the non-uniform stretching/contracting, but I have been largely unsuccessful. If possible I would like to keep the sharp edges between white and black blocks.
I was wandering whether anybody would have any suggestions as to what may be worth trying to have the texture move uniformly, preserving the white/black boundaries.
Thank you for any help!!