Texture and mipmapping

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Cleves
Posts: 224
Joined: Mon Sep 08, 2003 6:40 pm

Texture and mipmapping

Post by Cleves »

Hey,

I wanted to ask about how my texture looks in Irr. I made a 2048x1024 sand texture. I put it on a terrain but it the texture is ugly, and doesn't match the high-res.You can see it below:
Image


Any ideas how can I fix this? or maybe what can be done in the engine to make it better?

Also, I wanted to ask if I can reduce mipmapping?

Thanks :D
Murphy
Posts: 290
Joined: Mon Dec 13, 2004 12:06 am
Location: United States
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Re: Texture and mipmapping

Post by Murphy »

Well, from the foreground, it looks like your UV mapping may be "square", but with your texture being rectangular, it looks somewhat stretched. It's hard to tell if that's really what I'm seeing. If it is, you might want to correct the UV mapping, or just make the texture square.

Also, 2048x1024 is a pretty giant texture. I'd say it's way too much for sand. I'd shrink the texture and tile it more. If I wanted to get really creative, I might try adding a "detail map", though that would probably require some decent Irrlicht hacking (hmm... maybe I should look into doing that).

As for it not matching... I think that's just an effect of the mipmapping since the sand is fairly high frequency and high frequency gets lost with simple scaling algorithms. :(

Which renderer are you looking at it with? In my experience (other people seem to have the opposite), the OpenGL renderer does a much better job of keeping the high frequency data. I attribute this to the DX renderer using the software mipmap generation, which might benefit from having a slight sharpen added.
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