DDS mip'map'ing details with image (helper thread)
by TheGasMan · in Torque 3D Professional · 03/03/2011 (5:41 pm) · 6 replies
I like to custom create some of my DDS mip maps for various reasons,..which means I need to view how the game acts with the textured objects. Creating ideal DDS mip mapping is not always a scientific ho-down. You can have issues such as floors skipping over the top detail image to Mip1(which is an issue with this model's catwalk section.)
..so this texture is great to have around for those models that seem to mip early/late or not look right. Here is the crappy dds image I used; RAR file
Anyhow, I thought some of you might find it interesting to see the mip levels using the supplied DDS texture.


//Edit in for the sake of saving headaches:
..you can't really judge this on that picture alone. You should use the texture yourself and then gather an opinion of how mip mapping works in T3D.
..so this texture is great to have around for those models that seem to mip early/late or not look right. Here is the crappy dds image I used; RAR file
Anyhow, I thought some of you might find it interesting to see the mip levels using the supplied DDS texture.


//Edit in for the sake of saving headaches:
..you can't really judge this on that picture alone. You should use the texture yourself and then gather an opinion of how mip mapping works in T3D.
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#2
Thanks cause I never thought of doing something like that.
03/03/2011 (7:24 pm)
Cool deal eb, colors to confound and confuse my eye! Actually I do kinda like the purty lightshow :DThanks cause I never thought of doing something like that.
#3
03/03/2011 (7:46 pm)
Good stuff. Helps expand my comprehension of mip mapping and texture optimization.
#4
03/03/2011 (9:47 pm)
very nice eb.
#5
03/04/2011 (5:57 am)
So this is why i should use dds instead of png. Thanks for sharing eb, and quiet good timing with the CS5 dds plugin just being released!
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