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I'm currently in the process of creating a FPS game, going back to the early FP games (2D sprites for characters, with 3D environments, choppy animation, etc). I've only started a few days ago, using some code from the various tutorials on this site.
However, I am finding one thing rather odd, and am hoping there might be some way to fix it. The mipmaps being generated seem to go to lower detail versions very close to my camera, so that I have to essentially be standing directly against a wall to see any real detail. I'm wondering if maybe there's some way to maybe lower the number of mipmaps being created? or make them not take effect until further away from the camera?
Also, I have one sprite so far, using a TGA with Alpha channel for transparency. If I enable mipmaps when loading the image into my game, and I stand away from it so that a lower detail level shows up, the transparency gets messed up, and everything that's not supposed to show is drawn, and the stuff that should be there isn't. So, I'm stuck disabling mipmaps when I load my sprite, but that doesn't really look very nice.
Any thoughts on how to fix these issues would be greatly appreciated.
Queeble.