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T3D Beta 1: Road Tool makes Blurry Roads

by Tim Dix (Raverix) · in Torque 3D Professional · 05/10/2009 (1:27 pm) · 26 replies

I'm trying to use the roads system to make asphalt roads, and am getting very blurry results.



cantanogames.com/misc/blurry-road.png


This is a stark contrast between the one that was shown here:


farm4.static.flickr.com/3185/2784430918_9fe78b59af_o.png


Anyone have any recommendations on how to improve results?
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#21
05/12/2009 (3:27 am)
this doesnt solve whatever is auto mangling textures however.

some method of stopping the engine doing this would be a better solution imo, or better still the ability to stop it doing it to certain textures maybe as a material option, unless its there already and i havent seen it
#22
05/12/2009 (12:31 pm)
Quote:this doesnt solve whatever is auto mangling textures however
Nothing in the engine changes your textures... they are what you give them. If you don't specifiy a format with mipmaps like DDS then you get autogenerated mipmaps from the GPU.

There is however an old TSE days system which forces it to use lower mip levels if you have a low enough video ram. If you look in the console log you'll see something like this...

Quote:
Texture Manager
- Approx. Available VRAM: 2286 MB
- Threshold VRAM: 64 MB
- Quality mode: high

... as long as it says "high" it uses the full texture and doesn't reduce them.

If you look in gfxTextureManager.cpp you can see some of the knobs that controls this...

/// Threshold of total VRAM under which we start scaling textures down...
///
/// Textures are scaled by powers of 2, so each integer increase in the scale values
/// results in textures of half the width and half the height, or a quarter of the 
/// source art's size, to be allocated.
///
/// @note We set this a little bit above the actual value we want to run at low quality
///       mode in, so that we are sure of actually being in low-quality mode on that hardware.
static U32 gTextureScaleThreshold = 64;  // 64 MB

// 0 == auto, 1 == low, 2 == high
static S32 gTextureQualityMode = 0;

// 0 == none, 1 == 1/(4^1), 2 == 1/(4^2), 3 = 1/(4^3)
static S32 gTextureReductionLevel = 1;

You can changes these values via the following prefs...

Quote:
$pref::TextureManager::scaleThreshold
$pref::TextureManager::qualityMode
$pref::TextureManager::reductionLevel
#23
05/12/2009 (1:02 pm)
Great Info Tom, thanks for detailing that.




Oh looks like im using a ILM supper computer...

- Approx. Available VRAM: 743440384 MB
#24
05/12/2009 (1:05 pm)
Lol, my old 256mb 7900 card yields:
Approx. Available VRAM: 1056964608 MB

Out-of-date tech for the win!
#25
05/12/2009 (1:38 pm)
Logged the DecalRoad z-fighting with terrain issue as TRE-451.
#26
05/12/2009 (3:47 pm)
Yea... we checked in a fix for that... its trying to write the amount in unsigned bytes. Which yeilds incorrect results... still the quality setting is correct... if its on 'high' the system is not forcing down your texture size.
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