TorqueSettings.xml -- Texture Filtering option possible?
by William Clark · in Torque X 2D · 04/07/2008 (5:45 pm) · 0 replies
Hello there,
I've got the TorqueX Builder cause I bought T2D a long time ago. I'm working on a retro-style game with really low-pixel count textures, and I've been reading various forum posts about textures in TXB, and the halo you can get around them.
http://garagegames.com/mg/forums/result.thread.php?qt=71787
http://www.garagegames.com/mg/forums/result.thread.php?qt=56383
In addition, that second link talks about wanting to turn off texture filtering. If I had the source code to TorqueX, I know how to turn that off, which is to set the texture's mag and min filter settings to
Microsoft.Xna.Framework.Graphics.TextureFilter.Point;
Unfortunately, the render device and textures are hidden from us (as I feel they should be in most cases), so I can't make that setting change.
A compromise that I think would be easy to implement by someone with the source would be to add another option to the struct
GarageGames.Torque.XNA.GraphicsManagerSettings
which would be TextureFilteringMode, so that I could change my torqueSettings.xml file to work for this.
Please let me know if I'm missing some way to do this that doesn't require changing the source code, but I'm pretty sure it would require that.
William Clark
I've got the TorqueX Builder cause I bought T2D a long time ago. I'm working on a retro-style game with really low-pixel count textures, and I've been reading various forum posts about textures in TXB, and the halo you can get around them.
http://garagegames.com/mg/forums/result.thread.php?qt=71787
http://www.garagegames.com/mg/forums/result.thread.php?qt=56383
In addition, that second link talks about wanting to turn off texture filtering. If I had the source code to TorqueX, I know how to turn that off, which is to set the texture's mag and min filter settings to
Microsoft.Xna.Framework.Graphics.TextureFilter.Point;
Unfortunately, the render device and textures are hidden from us (as I feel they should be in most cases), so I can't make that setting change.
A compromise that I think would be easy to implement by someone with the source would be to add another option to the struct
GarageGames.Torque.XNA.GraphicsManagerSettings
which would be TextureFilteringMode, so that I could change my torqueSettings.xml file to work for this.
Please let me know if I'm missing some way to do this that doesn't require changing the source code, but I'm pretty sure it would require that.
William Clark
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