Hi guys,
I'd like, as the topic title says, that textures which are far away from the user get displayed sharp and not blurry.
I've uploaded a little program to show what I mean.
Just zoom in and out with the cursor keys and don't rotate, as I'd like to use the planes as a kind of 2d sprites.
You'll than see that the text gets blurry and the line is getting grey if you're pretty far away from the planes.
Here are to pictures, the upper is as it should be and the lower is the bad:
I've tried to enable and disable several material flags and texture creation flags, but it doesn't help. Also disabling mipmap creation doesn't help, because then it is to sharp and hard.
Hopefully somone knows how to improve the quality.
Thanks for reading,
-Lu
How to get distant textures displayed sharp
I guess it's because of the mipmaps...
try to disable mipmapping...
try to disable mipmapping...
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
Actually, I believe this has to do with mipmapping bias. You need to change the distance at which the mipmaps are used. Something like or something like that I believe.
Code: Select all
material.TextureLayer[0].LODBias = 128
Thank you all for the replies.
@slavik262:
I tried it all, but it didn't change anything. It could be because of this crappy intel graphics card of my laptop. So I'm trying it on my desktop and if there's a difference, I'll post again.
@Acki:
I tried this one to, but then the textures were to sharp in the distance and you couldn't read it.
@Lonesome Ducky:
This one did improve it a lot. I'm currently playing arround with the values but now it's much better. Thanks for this hint.
@slavik262:
I tried it all, but it didn't change anything. It could be because of this crappy intel graphics card of my laptop. So I'm trying it on my desktop and if there's a difference, I'll post again.
@Acki:
I tried this one to, but then the textures were to sharp in the distance and you couldn't read it.
@Lonesome Ducky:
This one did improve it a lot. I'm currently playing arround with the values but now it's much better. Thanks for this hint.