Textures

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Michele

Textures

Post by Michele »

My artist has exported a functioning x model. All attributes with the model are OK, and the model looks perfect in mview and deep exploration, but there are texture seems when it is loaded inside the engine. The artist says that the resolution is different when the texture is loaded into the engine. In order for the seems to be eliminated, this texture must be in 1024 by 1024. He has produced the same seem effect in his modeler by loading using the texture in 256 by 256 resolution. Now we are looking at the texture in a window, so screen resolution as well as the model scale may have an impact on this, but has anyone else had a problem with this and if so, is there a solution? If it matters, the texture is a 32bit TGA. Not compressed or anything, just a strait tga.

Appreciate any help that could be offered.

Thanks
A greatful Michele
arras
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Post by arras »

You cant expect to have same texture quality in viewer and engine simply because one is mainly build for quality and second for speed.

You can influence up to some limit way Irrlicht handle textures using setTextureCreationFlag. For example:

Code: Select all

driver->setTextureCreationFlag(ETCF_OPTIMIZED_FOR_QUALITY, false);
	driver->setTextureCreationFlag(ETCF_OPTIMIZED_FOR_SPEED, false);
	driver->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
	driver->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, false);
	driver->setTextureCreationFlag(ETCF_ALWAYS_32_BIT, true);

look at documentation for description
Michele

Solution

Post by Michele »

Apparently,

The way that the texture painting software applies textures to the model is the problem. There is a seam fix available for the software that seems to do the job well enough. The methods you illustrated will still prove useful though. thanks.

Michele
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