Try experimenting with the texture filter options in the materials (in SMaterial.TextureLayer). You get the best results when you enable AnisotropicFilter (is off by default) and BilinearFilter (is already on by default).
Getting good light settings ... is always hard. First the default materials calculate their light at the vertices. So if you have large polygons things will get a little more tricky as the light from one corner to the other can have huge differences. Some stuff you can try to work around it:
- Use ambient light (you can set that in the scenemanager). With only dynamic light you will always get those extremely dark corners, so some ambient light can help to prevent that. You can also think of it as light setting the "mood" of a scene (so experiment with colors, for example those 2 pictures use the same road-textures just with different ambient lights:
http://www.irrgheist.com/media/screensh ... raft01.jpg http://www.irrgheist.com/media/screensh ... ft_f06.jpg).
- Don't use point-light but directional light to simulate the sun. addLightSceneNode returns a ILightSceneNode which has setLightType which you can set to irr::video::ELT_DIRECTIONAL
- The best (but somewhat slow) results can often be reached by having several lights from different directions.
For even better result you will need pixel-shaders to calculate the light per pixel instead of per vertex.