2d/3d questions with draw2d/blitting textures

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terence
Posts: 12
Joined: Sat Apr 01, 2006 2:22 pm
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2d/3d questions with draw2d/blitting textures

Post by terence »

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..
RapchikProgrammer
Posts: 279
Joined: Fri Dec 24, 2004 6:37 pm

Post by RapchikProgrammer »

I think its resizing the tex to 256x256! But if you would post a screenie i think it would be easier for people to solve your problem!
terence
Posts: 12
Joined: Sat Apr 01, 2006 2:22 pm
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Post by terence »

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
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