Texture filtering off?
Blitz3D Forums/Blitz3D Programming/Texture filtering off?
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Is it possible to switch to point sampling on a texture? I'm working on a game with fixed screen res (1920x1080) and I have a small font which is displayed at its actual size on screen. But (presumably) due to filtering it's not quite as crisp as I would like (Or rather, my brother who drew it would like). It's all rendered in (2D in )3d so I might be expecting too much anyway in getting a perfect pixel match up. |
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I'm going senile. I asked this question ages ago. The answer: No. |
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yes it is. you can turn on/off texture filtering. if you want that for only one texture you will need several render passes. i dont have the right renderstade in mind, but tom should tell you. also i'm busy right now |
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i tookt the time and: you will find the necessairy dll on www.devil-engines.net download the shadow system which contents the DLL to initialize the dll do this: D3D7=SystemProperty("Direct3D7" D3DD7=SystemProperty("Direct3DDevice7" DD7=SystemProperty("DirectDraw7" HWND=SystemProperty("AppHWND" APPH=SystemProperty("AppHINSTANCE" If DX7_SetSystemProperties(D3D7,D3DD7,DD7,HWND,APPH) Then RuntimeError "Error initializing DX7" and to set the textures to pixelated do this: DX7_SetTextureStageState(8,16,1) DX7_SetTextureStageState(8,17,1) DX7_SetTextureStageState(8,18,1) |
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You can also use "ClearTextureFilters" or load textures on VRAM with flag 256, to avoid mipmapping. |
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Mip-mapping is unrelated to the issue of texture filtering, SLotman. |