Hi, I'm new to this board, and I hope you can help me
We're working on a adventure game in 2D, a bit like Secret of Mana and for now all is running fine. But thats just if we use the Software Mode, DirectX is slightly washy, but OpenGL looks terrible. We're using plain bitmaps as graphic.
I know that you can adjust your OpenGL/DirectX Settings in the windows control panel, but that changed nothing..
Is there a possibility to change quality settings in the irrlicht device that it might look better?
I hope my problem sounds not that stupid, and sorry for my spelling
Problem with OpenGL and Bitmaps
Thanks for your answers, I've uploaded three screenshots so that you can see our problem:
Software
DirectX
OpenGL
I've already set the OpenGL settings for my graphic card to the max, but there's no improvement. You're talking about mipmapping, where can I adjust those function within the Irrlicht engine?
Software
DirectX
OpenGL
I've already set the OpenGL settings for my graphic card to the max, but there's no improvement. You're talking about mipmapping, where can I adjust those function within the Irrlicht engine?
Mipmap generation is disabled with
and true enables them. Same syntax with keyword ETCF_OPTIMIZED_FOR_QUALITY enables optimized textures.
Code: Select all
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
Thanks, now it looks much better with ETCF_OPTIMIZED_FOR_QUALITY enabled.
But it has thrown up a new one, now text in GUI windows is a bit squashed.
It seems the GUI is optimized for DirectX because there are no graphical problems with static text in a window - or am I mistaken?
Mhm, it's loading OpenGL 1.5, would there be an improvement with Version 2?
But it has thrown up a new one, now text in GUI windows is a bit squashed.
It seems the GUI is optimized for DirectX because there are no graphical problems with static text in a window - or am I mistaken?
Mhm, it's loading OpenGL 1.5, would there be an improvement with Version 2?
If the text was ok before you might want to disable optimizations again for text creation. Just enclose your texture creations of the game part with setTextureCreationFlag(...,true) ... setTextureCreationFlag(... false) and text will be the same as before. The flag is changeable for each texture that is used in your program, and it's stored with the texture.
texture size
Hi,
I got a similar problem, But was fixed when i used images with size of power of 2 eg. 256*256.
cYa
I got a similar problem, But was fixed when i used images with size of power of 2 eg. 256*256.
cYa