Low texture res in game

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
Crank
Posts: 10
Joined: Fri Jan 09, 2009 2:37 am

Low texture res in game

Post by Crank »

Hello, I have created a .obj terrain model and am loading it along with a 4096x4096 texture. I am going for the BEST quality out of my detail map. I'm using incredibly high res textures stored into an incredibly high res detail map, but when loaded onto my .OBJ in game, the detail map has poorer quality when zoomed into it. Here is a few screenshots, first is the final render from the 3D editor. The second is loaded into irrlicht.

http://img530.imageshack.us/img530/818/ ... inefm0.jpg

http://img530.imageshack.us/img530/9031/96812182zm1.png

So, does anyone have any idea what is happening that is making the real time render poorer quality? Is there anyway to improve the quality? Would using height maps instead of a .OBJ work better?
SushiBox Productions
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
Contact:

Post by christianclavet »

I think that's normal. You would need a texture of a few million pixels (millions of millions i could say :wink:) to fill up a landscape like that.

Check the landscape demo in IRRlicht. They use a SEAMLESS texture (texture that repeat itself on the geometry) and they have 2, one as basic texture, and one for the details.

Some users developped solutions with masking that allow you to "paint" the land, so you could paint trails, and other details with a "mask", the mask define where the texture would go.
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Yes, detail map can do wonders. If you have a very small texture stretched across the terrain, and apply the detail map on top of it, you won't notice the ugly pixel artifacts anymore. It's not that obvious in the terrain example, but does really work.
Crank
Posts: 10
Joined: Fri Jan 09, 2009 2:37 am

Thanks a bunch!

Post by Crank »

My solution is just going to be to model the terrain and export as .b3d. This way I can support multiple texture layers the are seamless like ChristianClavet said.

Thank you for the help!
SushiBox Productions
Post Reply