DirectX doesn't generate MipMaps

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Valmond
Posts: 308
Joined: Thu Apr 12, 2007 3:26 pm

DirectX doesn't generate MipMaps

Post by Valmond »

Hi

I've had some problems with OpenGL (skinmesh shader didn't work on ATI cards) so I decided to test DirectX.
Compiled Irrlicht 1.5 & IrrCg 0.7 with DirectX November 2008 and most things worked 'out of the box'
except Fog (players are colored with the fog color) and, it seems, MipMaps on my terrain splat shader:

OpenGL (with the animation not working):
Image

DirectX (with animation working but terrain all ugly):
Image

I have tried a lot of flags, like ETCF_CREATE_MIP_MAPS, but nothing changes...

Any ideas?
DtD
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Post by DtD »

That looks more like the LOD on the terrain failing to me, not the mip maps.
Valmond
Posts: 308
Joined: Thu Apr 12, 2007 3:26 pm

Post by Valmond »

It's actually the same triangles in the two images, it's just that you see them better in the second one,
and I can assure you the mipmaps doesn't 'work', when you move the camera the pixels blink horribly :p
Valmond
Posts: 308
Joined: Thu Apr 12, 2007 3:26 pm

Post by Valmond »

I made a small project just showing a terrain using a simplifyed version of my
splat shader and the 4 first textures mipmap correctly but the fifth doesn't...

I use the "16-texture" hack so that I can address 16 textures instead of 4
(Irrlicht 1.5) can that be the thing (only 4 are correctly loaded)?
hybrid
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Post by hybrid »

Yes, simply use a newer version. Those are capable of using up to 8 textures at least. For more (which are only supported in shaders) other changes are additionaly necessary.
Valmond
Posts: 308
Joined: Thu Apr 12, 2007 3:26 pm

Post by Valmond »

Okay, thanks Hybrid.

Time to move on then, bye 1.5!
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