Mip mapping levels occuring too early
by Max Robinson · in Torque Game Engine · 06/17/2005 (3:22 pm) · 2 replies
Http://www.echelon5.com/max/screenshot_001-00002.jpg
Perhaps it's just a problem with the texture exaggerating the effect, but it seems to me that the mip-mapping is occuring a little to early. I've seen a lot of topics on texture LOD's, but none seem to have exactly this problem, or at least don't provide an answer that works or is applicable. Where is the code that controls the distance to use each mip map level at? I have a couple DTS objects that are having similar problems (go to a very blurry level of texture detail at about 10 feet away or less).
Any help would be greatly appreciated.
Perhaps it's just a problem with the texture exaggerating the effect, but it seems to me that the mip-mapping is occuring a little to early. I've seen a lot of topics on texture LOD's, but none seem to have exactly this problem, or at least don't provide an answer that works or is applicable. Where is the code that controls the distance to use each mip map level at? I have a couple DTS objects that are having similar problems (go to a very blurry level of texture detail at about 10 feet away or less).
Any help would be greatly appreciated.
#2
06/17/2005 (3:25 pm)
Yeah, that didn't effect the building at all. We have a huge flat diff that went crazy - at about 1 unit over that object, it would turn into a big blurry mess, texture wise. But the building in this shot didnt look any different (changed it to 1 instead of 1/16)
Torque Owner Stefan Lundmark