Game Development Community

Forcing Atlas2 to use Higher Res Mipmap Levels

by John Carroll · in Technical Issues · 03/19/2007 (4:20 pm) · 4 replies

Hello guys,


I'm lost. Could someone direct me to the part of the engine (shader, cpp or otherwise) where you tell torque to
use the highest level of mip mapping for textures in the foreground for atlas2 terrains?

We recently got freeworld3d import working thanks to the excellent article on TDN from Sickhead games. The textures I am using on the ground for blending are 1024x1024. They look outstanding in fw3d. They then go to mush in torque. I'd like to use the detail texture where appropriate but see my hard work and detail in the texture resources as they are.

Halp and thanx in advance. :)

About the author

Working on using Torque as an Image Generator for Tactical Simulations under laser and live fire conditions, for Law Enforcement/Military applications.


#1
03/19/2007 (6:19 pm)
Are you using the blended terrain or unique texturing?

Also try turing up the clipmap settings. Add this to the end of your client/prefs.cs....

$pref::Atlas::clipMapSize = 1024;

... the default clipmap size is 512 and it can get really blury close to the camera.
#2
03/20/2007 (9:46 am)
Thank you mister Spilman. And also for the prompt response. :)

That improved the resolution nicely. Can the engine handle 2048 textures? I want to push it until the knobs fall off. As of yet I haven't been able to kill the framerate on this mofo.

-S
#3
03/20/2007 (12:43 pm)
As long as your video card supports 2048 it will work, but realize that it will eat more CPU performance as the clipmap being updated is much larger. Give it a try and test. You can see the cost of the clipmap by comparing the framerate sitting still vs. moving.
#4
03/20/2007 (2:50 pm)
I will try it. Thanks again!


-S