Filter Mode issue
by Teromous · in Torque Game Builder · 04/27/2007 (2:01 pm) · 5 replies
The Filter Mode option when creating a new imagemap gives two options: Smooth and None.
So here's the deal; I'm making small images that need to be displayed as they were created, not smoothed. If they are smoothed they look watered down, so naturally I use them unfiltered. So here's the problem; when the camera moves with the player, any non-smoothed image jitters around (including the player which isn't smoothed). With a forest of trees, the trees begin to vibrate and it looks as if there's an earthquake or something. So now, here're the questions; has anybody else had this problem? Is there a way to fix it, or a plan to in the future? Is there a reason why this happens?
Thanks to anyone who can help.
So here's the deal; I'm making small images that need to be displayed as they were created, not smoothed. If they are smoothed they look watered down, so naturally I use them unfiltered. So here's the problem; when the camera moves with the player, any non-smoothed image jitters around (including the player which isn't smoothed). With a forest of trees, the trees begin to vibrate and it looks as if there's an earthquake or something. So now, here're the questions; has anybody else had this problem? Is there a way to fix it, or a plan to in the future? Is there a reason why this happens?
Thanks to anyone who can help.
About the author
#2
04/28/2007 (10:41 pm)
I am getting 120.5 FPS on the average, and it varies between 119-124. I do not get the same jittery movement problem when using a smooth filter, however applying this filter to my 2D art ruins it and gives it an unwanted washed look. Keep in mind that this is not just the character. This includes everything from a barrel to a tree. It appears that everything is shaking...
#3
04/29/2007 (11:19 am)
Very strange -- what are the hardware specs of the machine you are experiencing this issue with? specifically the video card and the driver version (are your drivers up-to-date?)
#4
what you are describing is the so-called "swimming" effect (at least I think it is called that). It is an interpolation problem with the 3d hardware. The only way to get rid of this entirely is to make sure every texel exactly matches a pixel of the display. You could achieve this by modifying the rendering code so the vertex position always get clamped to the next integer position. The camera code would have to be modified too that way.
04/29/2007 (11:36 am)
Teromous,what you are describing is the so-called "swimming" effect (at least I think it is called that). It is an interpolation problem with the 3d hardware. The only way to get rid of this entirely is to make sure every texel exactly matches a pixel of the display. You could achieve this by modifying the rendering code so the vertex position always get clamped to the next integer position. The camera code would have to be modified too that way.
#5
04/29/2007 (5:59 pm)
Well that sucks. Looks like another problem with TGB that I can't fix.
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