Annoying texture problems

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kaboraa
Posts: 10
Joined: Mon Nov 15, 2004 9:52 am

Annoying texture problems

Post by kaboraa »

Hi I am a new member. I just love everything stuff about Irrlicht but I am having a problem with textures on X files each renderer has a big problem with the textures.

With directx 8 , textures are having some black lines plus other artifacts. Also since my textures are tiled on a road, as the road moves father into the distance the texture fades so often. Is this what they call mipmapping because really I don't understand mipmapping that well

With Direct9 this is even serious with some coloring artifacts, kind of like noise colors.

With OpenGl things are very okay but the problem is with the distance stuff. It makes the middle lines of my road look smudged as you look a bit farther on the road. I don't like it at all. If that is mipmapping then I don't like it and I want it disabled but how?

In software mode everyhing looks cool until you get closer(not extremely) to your mesh, then everyrhing looks scattered on the screen

By the way I have resaved my X files in MeshViewer and they load properly. I have even resaved with the MeshViewer but there are still problems. I even used some of the X files examples with directX and I still have the same problem. What I don't understand is that when I load my files using DirectX API they load perfectly well . I actually suspect mipmapping becos I don't know what it is. The name sounds like trouble to me. Can it be disable. Also if it can't be disable can the distance from your current view at which it happens be increase. I have used all texture types with the Irricht samples , very simple tex tures and even my the DirectX textures but still no good result at all. Tres annoying


:cry: :cry: :cry: :cry: :cry: :cry:
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

Mipmapping can be disabled with this line of code:

Code: Select all

driver->setTextureCreationFlag(irr::video::ETCF_CREATE_MIP_MAPS, false);
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kaboraa
Posts: 10
Joined: Mon Nov 15, 2004 9:52 am

Post by kaboraa »

Thanks

However I found out that the problem was related to mipmapping but it was fixed in the Irrlicht 7.1 released. So now I do not have those annoying texture problem.

However I have a question. I have a road mesh with a single 256 x 256 texture tiled along the length of the road. When you are driving on the road on the road the mipmapping process starts to early for my liking. From high above view it is okay but when you look parallel to the road surface, the mipmapping kinds of distorts the texture too quickly. If there is no way around this problem then could I disable mipmapping for a particular road :D
arras
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Joined: Mon Apr 05, 2004 8:35 am
Location: Slovakia
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Post by arras »

this is not Irrlicht bug ...it is even not Irrlicht specific. You would have the same problem at any engine (personaly I encoutered that on DarkBasic)

Problem is in way mipmap is functioning. It makes several "level of detail" textures with best one used on object near and lowest one used in distance. When engine generate such a textures from original pixels of texture get blured ...same efect you can see when resizing picture in Phothoshop.

If your texture consist of tilles, border pixels of tilles get mixed over tilles. That's what make ugly lines appear in the distance ...further from camera = worst efect (smaller resolution of texture). Thing is that engine mipmap genetator thread your texture as one unit, it doesnt know it consist of tilles.

...there is no real solution of this problem. In DarkBasic Pro they tried to solve it by offseting UV coordinates of vertices so mesh tilles use UV space little bit smaller than texture tile. But that is making effect just bit more acceptable, it is not solving it.

Only real solution is to turn off mipmaping, or to get your mesh use several textures ...each tille is separate texture. Look here for some info: http://irrlicht.sourceforge.net/phpBB2/ ... php?t=4443

Good luck...
kaboraa
Posts: 10
Joined: Mon Nov 15, 2004 9:52 am

Post by kaboraa »

Thanks

However I found out that the problem was related to mipmapping but it was fixed in the Irrlicht 7.1 released. So now I do not have those annoying texture problem.

However I have a question. I have a road mesh with a single 256 x 256 texture tiled along the length of the road. When you are driving on the road on the road the mipmapping process starts to early for my liking. From high above view it is okay but when you look parallel to the road surface, the mipmapping kinds of distorts the texture too quickly. If there is no way around this problem then could I disable mipmapping for a particular road :D
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