I don't know what happened to my program?
Texture get blur or disappear - -
- I use EDT_DIRECT3d9 with 32 bits and 1024*768
- videoDriver->beginScene(true,true,video::SColor(255,150,150,255));
- My Texture is 2048 * 2048 (so it has nothing to do with power of 2 texture)
- My black line is cube node from irrlicht with 64*64 black texture
- I use node->setMaterialTexture
- I tried using EMF_ANTI_ALIASING but nothing happened
- I already use EMF_NORMALIZE
- I use directional Light, so it's as you see everything is all bright
--- I have the same problem with my last program also but this time i can't stand this anymore TT
--------- Help me Plz TT -----------
What i have to do if i want them to be more clear.
and I want my black line to be more straight - -
Ps. Sorry for my bad English TT
Texture get blur when far away [also disappear] !!!!
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- Posts: 12
- Joined: Mon Nov 23, 2009 3:36 pm
Texture get blur when far away [also disappear] !!!!
Last edited by pandaben7890 on Fri Jan 01, 2010 8:02 pm, edited 1 time in total.
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- Posts: 12
- Joined: Mon Nov 23, 2009 3:36 pm
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- Posts: 12
- Joined: Mon Nov 23, 2009 3:36 pm
If the black lines are polygons then you need to enable antialiasing (device creation parameters) to smooth the edges.
The reason why parts of them vanish at a distance is because you're drawing them too close to the ground, your z-buffer does not have enough resolution.
Either raise them up a bit so they are away from the ground, adjust your near and far plane to increase z-buffer resolution, or set up a custom render loop where they are always rendered directly after the ground but with SMaterial.ZBuffer = ECFN_ALWAYS
The reason why parts of them vanish at a distance is because you're drawing them too close to the ground, your z-buffer does not have enough resolution.
Either raise them up a bit so they are away from the ground, adjust your near and far plane to increase z-buffer resolution, or set up a custom render loop where they are always rendered directly after the ground but with SMaterial.ZBuffer = ECFN_ALWAYS