mip map distance
mip map distance
cand anyone give me some sugestions how i cand cange the distance at what the mip maps are generated and used ?
OK OK. please. not all in the same time.
The answer (basically this seems to be the universal answer i get ...) is it is impossible.
Mip map are used when they are need'it and that' id you can't change that.
The problem is that mip maps gets blurred. And very small texture 32/32 and lower are so blurred that them are containing much useful information...
An way to get better textures (non blurred) will be an bether algorithm for:
copy32BitMipMap
copy16BitMipMap ...
The answer (basically this seems to be the universal answer i get ...) is it is impossible.
Mip map are used when they are need'it and that' id you can't change that.
The problem is that mip maps gets blurred. And very small texture 32/32 and lower are so blurred that them are containing much useful information...
An way to get better textures (non blurred) will be an bether algorithm for:
copy32BitMipMap
copy16BitMipMap ...
After a quick 2 second search through DirectX 9 Help File
http://msdn.microsoft.com/library/defau ... exture.asp
Notice the 3rd parameter, specifying the # of mip map levels for this texture.
Quick search through Irrlicht code for CreateTexture in DX9 code revealed -
and
and
Seems this is used, because of some bug when linking in DX8
D3DXFilterTexture
The engine would need some modifications, but it's more than possible.
http://msdn.microsoft.com/library/defau ... exture.asp
Notice the 3rd parameter, specifying the # of mip map levels for this texture.
Quick search through Irrlicht code for CreateTexture in DX9 code revealed -
Code: Select all
hr = Device->CreateTexture(
TextureSize.Width,
TextureSize.Height,
1, // mip map level count, we don't want mipmaps here
D3DUSAGE_RENDERTARGET,
d3DFormat,
D3DPOOL_DEFAULT,
&Texture,
NULL);
Code: Select all
hr = Device->CreateTexture(optSize.Width, optSize.Height,
mipmaps ? 0 : 1, // number of mipmaplevels (0 = automatic all)
usage, // usage
format, D3DPOOL_MANAGED , &Texture, NULL);
Code: Select all
hr = Device->CreateTexture(optSize.Width, optSize.Height,
(flags & ETCF_CREATE_MIP_MAPS) ? 0 : 1, // number of mipmaplevels (0 = automatic all)
0, D3DFMT_A1R5G5B5, D3DPOOL_MANAGED, &Texture, NULL);
D3DXFilterTexture
The engine would need some modifications, but it's more than possible.