Um..Why is this happening?
by Sam Guffey · in Torque Game Engine · 03/11/2004 (10:27 am) · 16 replies
This is an interior .dif file w/256x256 texture but I can't fix this....

I have commented out the useSmallTextures call in interiorInstance.cc but it still looks the same. Any hint into the matter will be appreciated.

I have commented out the useSmallTextures call in interiorInstance.cc but it still looks the same. Any hint into the matter will be appreciated.
About the author
#3
EXT_texture_filter_anisotropic is just telling you that your video card supports the extension for it and that it has a max setting of 8.
03/11/2004 (11:06 am)
No its not, you need to set the preference for it. EXT_texture_filter_anisotropic is just telling you that your video card supports the extension for it and that it has a max setting of 8.
#4
"$pref::OpenGL::textureAnisotropy" Correct?
03/11/2004 (11:11 am)
I have set the pref. It makes no difference."$pref::OpenGL::textureAnisotropy" Correct?
#5
03/11/2004 (12:12 pm)
$pref::OpenGL::textureAnisotropy = "X";where X is a number between 0 and max anisotropy.
#7
03/11/2004 (12:22 pm)
Yes it is, Brett. The hope is that it won't be so noticable with better filtering turned on.
#8
03/11/2004 (1:34 pm)
The mip-mapping is set too "agressive" by the looks of it, what video card is this on?
#9
Turning textureTrilinear on seems to help but its still degrading the texture.
03/11/2004 (1:57 pm)
GF 5200 FXTurning textureTrilinear on seems to help but its still degrading the texture.
#10
You'd have to play with it to see, though.
-Eric F
03/11/2004 (2:26 pm)
I'd suggest scaling the texture down to the minimum possible. In the past, I've found if I scaled it too high (often while doing "fit to size"), it would have some poor mipmapping going on, like here.You'd have to play with it to see, though.
-Eric F
#12
So you think its a problem with the .dif and how its textured?
@Jarrod
Its a 256x256 texture.
The scene above has 5 roads lined up together, its not just one big dif. I split them up cause I figured this would happen, so I remade the road to be one long dif and retextured it with a 512x512 although it still gets smeared at a distance its not nealy as bad as it was but I would like for it to be clear as far as you can see.
03/12/2004 (6:28 am)
@EricSo you think its a problem with the .dif and how its textured?
@Jarrod
Its a 256x256 texture.
The scene above has 5 roads lined up together, its not just one big dif. I split them up cause I figured this would happen, so I remade the road to be one long dif and retextured it with a 512x512 although it still gets smeared at a distance its not nealy as bad as it was but I would like for it to be clear as far as you can see.
#13
Sorry I can't remember more... the aliens are drilling into my brain. :-P
-Eric
03/12/2004 (1:59 pm)
It could be, Sam. It's been awhile since I dealt with the issue, but IIRC it was due to doing something like the "scale to fit" thing.Sorry I can't remember more... the aliens are drilling into my brain. :-P
-Eric
#14
03/14/2004 (11:41 am)
Probably should make it one big road with 256 x 256 textures tiled with it scaled to fit in the width and repeating down the length. Without ansio and fsaa it is going to be hard to get it perfect all the way into the distance
#15
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7181
Joe
02/12/2005 (3:59 pm)
I know this post is pretty old, but it looks like anisotropy still isn't fixed. I have submitted a resource with the changes needed to get it working again. The link will be active once approved.www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7181
Joe
#16
Anyway, I'll stick this on my todo list for integration. Thanks, Joe!
02/12/2005 (7:58 pm)
Actually, shh, don't tell anyone, but resources are available by link as soon as they're created...Anyway, I'll stick this on my todo list for integration. Thanks, Joe!
Torque Owner Stefan