Another MipMap question
Blitz3D Forums/Blitz3D Programming/Another MipMap question
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I've read in the past simple ways to turn off mipmapping on textures without using a DLL. It involved ClearTextureFilters but I can't seem to get it to work. Does my memory resemble that of a Goldfish or is there a way? Oh and BTW how does the Blitz mipmapping work ... does it compare texel --> pixel size and resort to the mipmapped version if texel < pixel? Cheers Stevie |
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I think that is the way it works. ClearTextureFilters() will clear all the flags that are used when loading a texture. Unless you use the flag to load a texture, it shouldn't have mapmapping enabled on it. Have you got any code? |
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I think (although, haven't tried) the ClearTextureFilters method should work, as flag 8 is set as standard, I believe. However, you can't easily turn off the texture blurring - are you confusing the two, by any chance? |
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@ Big 10p ... I'm not sure .. maybe it is just the blurring .. I guess I'm not using a very high reso texture. Anyway, a couple of screenies to show what I'm on about ... It's the shadows I'm interested in .. ignore the untextured placeholder stuff ;) @ Ross C The cleartexturefilters ... should this be done immediately after you load any textures? The texture I'm using is made on the fly with only 16+32+256 flags set? In which case am I already doing all I can to improve this? |
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ClearTextureFilters should be used before you load any textures. Your problem looks like texture blurring, which isn't fixable from blitz. There is a .dll kicking about though. I think Tom did something with it. |
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Yeah - I saw that .. not sure how much it would help though? Anywho ... cheers Ross. |