Anisotropic problem
by Aaron ward · in Torque 3D Professional · 05/15/2011 (8:54 pm) · 6 replies
Does anyone know why my building and road textures are very pixelated? its giving me a headache when moving around my map...

I have trilinear filtering set to 1 and anisotropic filtering on the materials.
the texture size is 256x256 for the building and is tiled.
the texture is 512x512 for the road and is also tiled.
I have also searched around the forums and couldn't find anything in both this and the art section
:)

I have trilinear filtering set to 1 and anisotropic filtering on the materials.
the texture size is 256x256 for the building and is tiled.
the texture is 512x512 for the road and is also tiled.
I have also searched around the forums and couldn't find anything in both this and the art section
:)
#2
CPU: Intel Core i7 950 @ 4.00GHz
Mobo: X58-USB3 - Latest Firmware
GPU: XFX Radeon HD 5770 - Latest Drivers
RAM: 6GB DDR3 Triple Channel @ 8-9-9-28
Full specs here
05/15/2011 (11:16 pm)
Hey Christopher, thanks for the quick reply my specs are:CPU: Intel Core i7 950 @ 4.00GHz
Mobo: X58-USB3 - Latest Firmware
GPU: XFX Radeon HD 5770 - Latest Drivers
RAM: 6GB DDR3 Triple Channel @ 8-9-9-28
Full specs here
#4

and this is the road texture

As for mipmaps i haven't generated any, I thought trilinear filtering proceeded that?
05/16/2011 (12:45 pm)
@Rene Damm this is the building texture
and this is the road texture

As for mipmaps i haven't generated any, I thought trilinear filtering proceeded that?
#5
so I resized the building texture to 512x512 and it seems to have worked (i also used a higher resolution texture)
05/16/2011 (1:17 pm)
Ok I think I nailed it, the images are not a multiple of 2so I resized the building texture to 512x512 and it seems to have worked (i also used a higher resolution texture)
#6
05/16/2011 (1:43 pm)
Ah yes...Torque MOSTLY supports NPOT textures...but they occassionally break things. Still best practice to keep them all power of twos :)
Torque 3D Owner Christopher Tauscher
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