Please have a look at this screenshot:
http://vanzine.org/download/trilinear_ ... ation.jpg
I have to have trilinear interpolation for the noise not to be pixelated.
when I set TrilinearFilter to true, I get artifacts (curves surrounding the fire volume) , if I set it to false, I get pixelation.
Maybe someone can think of something... My guess is that I have to look into modifying the noise filter algorithm to stop pixelating when Trilinear Interpolation is off.
Thank you!
Trilinear Interpolation leaves artifacts, but is necessary
strange. looks like edges set by the material type parameter of the transparent_alpha_channel renderer.
Try setting material.MaterialTypeParam to something less than 1/255. If this doesn't help, do you see the artefacts when using bilinear filtering?
are the artefacts on the edges of your polygons? if so, try setting material.TextureWrap[0] to ETC_CLAMP
Try setting material.MaterialTypeParam to something less than 1/255. If this doesn't help, do you see the artefacts when using bilinear filtering?
are the artefacts on the edges of your polygons? if so, try setting material.TextureWrap[0] to ETC_CLAMP
Material.TextureWrap[0] = ETC_CLAMP;
Good catch, Bitplane.
The texture was repeating, clamping worked great!
I am using EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR, so setting material.MaterialTypeParam to something less than 1/255 was not going to help.
This is great, thanks!
Yuri
The texture was repeating, clamping worked great!
I am using EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR, so setting material.MaterialTypeParam to something less than 1/255 was not going to help.
This is great, thanks!
Yuri