Help With Bad Dif Mipmapping
by Bryce Kaminsky · in Torque Game Engine · 09/06/2005 (11:13 pm) · 15 replies
I decided to make a .dif of a dumpster so you could get in and it would have proper collsion boxes and it worked fine that way but i walked back about 10 feet from this bin and BAM. The texture took a dive for the worst. No longer was i able to read the writing on the side it was a giant blur box.
Question:
Is there a fix for the mipmapping issue with DIF files?
Question:
Is there a fix for the mipmapping issue with DIF files?
About the author
#2
09/08/2005 (12:07 pm)
I did i fit it to the side. Its really the only way to do it in quark. The texture tool is otherwise impossible to use so i just fit it.
#3
09/08/2005 (12:40 pm)
I'm interested in this issue as well... is there any way to _tell_ the engine when the models are out of range? Is it based on the LOD pixel size at all?
#4
Before
After
09/08/2005 (2:25 pm)
I went into the code to take out the mipmapping section and still not affect.Before
After
#5
09/08/2005 (3:40 pm)
Usually changing the texture size will help fix this. I can never remember if you should make it larger or smaller but a few simple tests should determine it.
#6
09/08/2005 (6:15 pm)
Bryce, did you remove mipmapping or the small texture check? It's the latter you need to poke at.
#7
still having a problem with the texture.
I will however test the size to see if a les detailed or more detailed works.
Testing.... please standby....
0%.....
09/08/2005 (6:18 pm)
I went in a removed the useSmalltextures( cont bool t) { return };still having a problem with the texture.
I will however test the size to see if a les detailed or more detailed works.
Testing.... please standby....
0%.....
#8
There's one, on line 927 of interiorInstance.cc.
09/08/2005 (6:26 pm)
You wannt to blase the lines that say:TextureManager::setSmallTexturesActive(true);
There's one, on line 927 of interiorInstance.cc.
#9
Point3F camPoint = state->getCameraPosition();
Point3F closestPoint = getRenderWorldBox().getClosestPoint(camPoint);
F32 dist = (camPoint - closestPoint).len();
if (dist != 0.0)
{
F32 length = dglProjectRadius(dist, 1.0f / pInterior->mAveTexGenLength);
if (length < (1.0 / 64.0)) <----------------------------------------------------------------- Increased
{
TextureManager::setSmallTexturesActive(true);
}
}
09/08/2005 (6:32 pm)
// We need to decide if we're going to use the low-res texturesPoint3F camPoint = state->getCameraPosition();
Point3F closestPoint = getRenderWorldBox().getClosestPoint(camPoint);
F32 dist = (camPoint - closestPoint).len();
if (dist != 0.0)
{
F32 length = dglProjectRadius(dist, 1.0f / pInterior->mAveTexGenLength);
if (length < (1.0 / 64.0)) <----------------------------------------------------------------- Increased
{
TextureManager::setSmallTexturesActive(true);
}
}
#11
09/08/2005 (6:41 pm)
Changing that number may do nothing for you. Best way to be sure is to comment out the call.
#12
still having a problem with the texture.
I will however test the size to see if a les detailed or more detailed works.
Testing.... please standby....
0%.....
09/08/2005 (6:43 pm)
I went in a removed the useSmalltextures( cont bool t) { return };still having a problem with the texture.
I will however test the size to see if a les detailed or more detailed works.
Testing.... please standby....
0%.....
#13

Once i increased that number to 64 from 16 it was good as gold.
For others the line i modified is listed above.
09/08/2005 (6:47 pm)

Once i increased that number to 64 from 16 it was good as gold.
For others the line i modified is listed above.
#15
11/10/2009 (3:50 pm)
Excelente post, me ayudó a resolver el mismo problema que tenía. Thanks!!!
Associate Kyle Carter