I have a problem with mip-mapping combined with a texture tileset.
I use a 2048x2048 Texture which contains 16 512x512 tiles. This tileset is used for terrain rendering - meaning: I have 16 different ground types which I assign by changing the TexCoords. That way I'm able to texture a huge heightmap with only one single glBindTexture.
Works pretty good at great performance, but I do get some ugly seams which look like this:

At a distance following effect is caused:

I found out, that the problem lies in the mip-map generation.
Is there any way to fix that problem?
Maybe with custum mip-map levels like in a DDS File.
Thanks for any help in advance

















