Texture on CustomSceneNode glitch
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Re: Texture on CustomSceneNode glitch
nice solution. the down side is this solution force us to make bigger texture. well the way mip maps works is by creating texture at half of the texture dimension , half again, until somewhere around 2 x 2 pixels that is why the texture must folow the power of two rule (correct me if i'm wrong). so from that math, padding size must be 50% of the texture's dimension. if the tile dimension is 512 x 512 we must trick the size become twice as big, so the 512 x 512 tile are "surrounded by it self", or resize the tile 256 x 256 put it at the center and surround it again by it self.