I was trying out the idea of re-writing my 2d game into 3d(after using SDL) and I am running into a snag I knew I should have forseen.
Currently my 2d game has alot of assets of various sizes..the worse though are full screen 800x600 sized. When I was playing around with blitting the textures, a 800x600 texture seemed fine in software render..
However when I switched to DirectX/OpenGL, there seems to be alot of artifacts on the blit(i.e. jagged edges etc).
My guess the texture is being scaled from 800x600 to a power of 2 texture size for storage and then re-scaled back up on a 2d draw? Is that pretty much what is going on?
Anyway around this..I would hate to have to build a texture tiler?..
Anybody have any other methods to fix this? Suggestions? Only been messing around with Irrlicht for 3 days or so..
2d/3d questions with draw2d/blitting textures
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- Joined: Fri Dec 24, 2004 6:37 pm
Ya,
Seem like it doesn't..Did a debug track of the driver..looks like it is sticking it into a 512 x 512 texture. I was thinking of re-sizing scaling the image..but I suspect that's is what is being done already.
Here are the screenies:
DirectX: Notice the artifacts along the edges and the planet
http://www.posdreams.com/directx.jpg
Software2: Looks nice...decent frame rate even(hope it doesn't drop)
http://www.posdreams.com/software.jpg
Thanks
Seem like it doesn't..Did a debug track of the driver..looks like it is sticking it into a 512 x 512 texture. I was thinking of re-sizing scaling the image..but I suspect that's is what is being done already.
Here are the screenies:
DirectX: Notice the artifacts along the edges and the planet
http://www.posdreams.com/directx.jpg
Software2: Looks nice...decent frame rate even(hope it doesn't drop)
http://www.posdreams.com/software.jpg
Thanks