introscreens
Blitz3D Forums/Blitz3D Programming/introscreens
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OK I am using a sprite to fade in and out to create an intro screen effect... I load the screen as a texture and then adjust the entityalpha of the sprite... Simple sample code: The code is uncommented but is really simple to understand... My problem is this: The screen looks slightly "fuzzy" and not sharp... I want to do better... HOW??? |
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The screen looks slightly "fuzzy" and not sharp... I want to do better... HOW??? Use a bigger image. |
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Yup, I used that for Death Island. Use the actual screen size, but play around with the scale. Thtas probably your problem. What's the scale-to-pixel rate though for distances? Objects farther seem smaller, but by how much? |
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I have one 1024X758 and it still looks fuzzy... How big? OK another stupid question... do I scale the sprite before I apply texture or does that make a difference? |
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i don't think it makes any difference. You need some code to get the scales so that there is no interpolation - one image pixel maps to one screen pixel- search this site for 'pixies' - a bit of code by Boyd that does just this. |
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I think its a texture [filtering] quality issue - and given this is set in directx - there is perhaps only one solution.. Using the new commands + creating a small dx7 based dll, you might be able to set the texture quality - but this is assuming mark doesnt reset it at render time...+its quite an ugly cludge...hmmm..i may try this myself :] >>things tried in the past.. ..large textures, cleartexturefilters(), ortho projection - jst incase some weird perspective opp may have been the source of the trouble..nothing works.. |
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I tried to draw the image to the screen and place the sprite in front of the camera and GRADUALLY decrease its alpha to look like a fadein... couldn't see anything... Perhaps I coded it wrong. |
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mind that cameras have a near/far clip zone..if you placed your sprite outside this area you wouldnt have seen anything.. this is usually set to 1.0 nearclip, 100 or more for farclip... |
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In the code archives there is code about positioning 3D sprites pixel perfect in 2D. On top of that you want to ClearTextureFilters http://www.blitzbasic.com/codearcs/codearcs.php?code=456 http://www.blitzbasic.com/codearcs/codearcs.php?code=379 http://www.blitzbasic.com/codearcs/codearcs.php?code=321 |
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And look at the optional flags used when loading textures - think you need to set one of them for alpha blending. |
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Flaken... if you mena in my game... that was my bad... 0,0,0 PNG issue... fixed it better now! Rob... lotta research there... I may have to use a psrite lib. I tried brushing a cube but it still looked bad. Maybe it is because the sprite is sooooooooo close to the camera and not scaled up instead? I will learn and try again! RZ |