Blurry Terrain Textures
by Michael Taylor · in Torque 3D Professional · 08/19/2011 (10:09 pm) · 10 replies
Hi all.
The dirt texture below shows ample detail in the foreground but just a few yards out it fades to a blur.
Although it may look like it depends on distance from the camera I think instead it depends on the angle of the terrain faces relative to the camera plane. The nearer a face is to being perpendicular to the camera plane, the blurrier it renders.

Has something in T3D 1.1 Final been intentionally changed that would effect this?
Thanks in advance for any input.
I'm using WinXP, AL and GTX 460 video card.
The dirt texture below shows ample detail in the foreground but just a few yards out it fades to a blur.
Although it may look like it depends on distance from the camera I think instead it depends on the angle of the terrain faces relative to the camera plane. The nearer a face is to being perpendicular to the camera plane, the blurrier it renders.

Has something in T3D 1.1 Final been intentionally changed that would effect this?
Thanks in advance for any input.
I'm using WinXP, AL and GTX 460 video card.
About the author
#3
08/20/2011 (3:16 pm)
also you can use dds textures and create your own mipmaps as sometimes the generated ones get a bit blurry, this is especially noticable on things like roads that run off into the distance.
#4
08/21/2011 (6:16 pm)
So true, though the dirt texture above is not .dds. I use mipmaps extensively-- Torque 3D is sooo good at blending them, the various mipmaps of an image do not have to be exact copies of the largest.
#5
08/21/2011 (6:52 pm)
You should always use DXT compressed diffuse textures with mipmaps... it gives you the best quality and performance.
#6
08/22/2011 (12:26 pm)
just wondering Tom, I havent tried them for the last few revisions but is there still issues with using dds normals?
#7
Other than this there should not be any issues that i know of.
08/22/2011 (3:52 pm)
We worked out some issues with the convention Torque expects and certain UV mappings that broke it.Other than this there should not be any issues that i know of.
#8
08/22/2011 (3:52 pm)
(blah... dupe post)
#9
08/23/2011 (12:59 pm)
I couldnt get DDS normal maps to work at all, they just render the detail texture as solid black whenever I try to use them.
#10
08/24/2011 (12:05 am)
Are you using DXT5_NM for the normal map and DXT1b for the detail? These have been working well for me.
Associate Tom Spilman
Sickhead Games
Look in the options screen and change the "anisotropic filtering" settings.
Prior to 1.1 final i think we had the anisotropic hard coded into the terrain material.