newbie image problem

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
swesoulc
Posts: 17
Joined: Tue Apr 03, 2007 10:05 am

newbie image problem

Post by swesoulc »

Hi all
Allright right to the newbie problem
I have a 800*600 opengl window and a 2d image at 800 * 600 that I want covering it
I also want this to be in the GUI

so obviously a device->getGUIEnvironment()->addImage call

But on rendering I get a very pixly picture, obliviously I tried many different file formats
I then turned to this forum and it told me to make sure the picture was in the power of 2 ( hardcore )
http://irrlicht.sourceforge.net/phpBB2/ ... age+resize

Of course this set my image quality straight
But that wont do, I simply can't cover a 800*600 screen with a 512*512 image... without it being resized
That brought me to this
http://irrlicht.sourceforge.net/phpBB2/ ... age+resize

But I simply can't get that bugger to work as it's the draw gui call i want for rendering, and even if I get it to work I am not sure I will be what I want
What I would like would be to first : know if I can resize a non power-of-2 image and still get good quality
and then : how I get the resize to work, if I get it to work I am sure I can work my way around the images and screen size problems

Code examples are appreciated... since I am a little dense ( obviously )
thanks
arras
Posts: 1622
Joined: Mon Apr 05, 2004 8:35 am
Location: Slovakia
Contact:

Post by arras »

Have you been triing to turn off mipmaping before loading your texture?
swesoulc
Posts: 17
Joined: Tue Apr 03, 2007 10:05 am

Post by swesoulc »

as in the setTextureCreationFlag call?
no
but I did after reading your post, and it made no difference
swesoulc
Posts: 17
Joined: Tue Apr 03, 2007 10:05 am

Post by swesoulc »

First off let me excuse myself for BUMPING my old thread

I am doing this cause I still suffer from the same old charming problem. I have been working on other things for a while to let it rest, but now I am back at it and can't really get past it this time.

Problems : a image loaded and displayed with the means below, look like crap. Pixly, as if I had been resizing it 32 times in photoshop and tossed it out in worst gif quality

ITexture* AvatarImage = driver->getTexture("BavatarS.bmp");
driver->draw2DImage( AvatarImage, TopLeftPos);


Now arras suggested turning off mipmaps
I have noticed that no matter how I try, to turn the mapmaping off... the image file still reads that it has mipmaps with a -
AvatarImage->hasMipMaps();
- call... Shouldn't a
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
call turn off the mipmap-generating? Is this even my problem in the first hand?

I know, that if I make the image, power of 2 *bows* , the problem goes away BUT, I don't want to draw the picture at a 64 * 64 size ( i.e ) i want to draw it in 45*45 ( i.e )

please reread the posts I have made above to get a further clue of what I wish to accomplish. Somewhere in the end I would like to have i.e. a 512*512 image and be able to scale/resize it down to whatever*whatever.
come on folks, please talk to me
eneru
Posts: 40
Joined: Tue Apr 10, 2007 8:38 am

Post by eneru »

up !

i have the same problem and would need to draw 2D images of whatever size for my menus, so someone please help :)
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

What video driver do you use?
If you don't have anything nice to say, don't say anything at all.
eneru
Posts: 40
Joined: Tue Apr 10, 2007 8:38 am

Post by eneru »

opengl in my case...

btw, is there supposed to be constraints on the images ? (resolution, etc ?)
Post Reply