Hi. I'm currently working on a small 3D space game built using C++ and DirectX 11.
I've added in a skybox that has a nice mixture of stars for my background. Howevever, when I see it in game it never looks as sharp as the actual textures I've got. For example, the stars end up looking blocky instead of nice and crisp.
Does anyone have tips for rendering a nice looking skybox?
Oh, for reference, the sampler state I've set up for the pixel shader uses the D3D11_FILTER_MIN_MAG_MIP_LINEAR filter. Is this a good choice? Is there a better alternative?
Thanks for any help!
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#1Torath
Posted 20 July 2012 - 01:40 AM
Hi. I'm currently working on a small 3D space game built using C++ and DirectX 11.
I've added in a skybox that has a nice mixture of stars for my background. Howevever, when I see it in game it never looks as sharp as the actual textures I've got. For example, the stars end up of looking blocky instead of nice a crisp.
Does anyone have tips for rendering a nice looking skybox?
Oh, for reference, the sampler state I've set up for the pixel shader uses the D3D11_FILTER_MIN_MAG_MIP_LINEAR filter. Is this a good choice? Is there a better alternative?
Thanks for any help!
I've added in a skybox that has a nice mixture of stars for my background. Howevever, when I see it in game it never looks as sharp as the actual textures I've got. For example, the stars end up of looking blocky instead of nice a crisp.
Does anyone have tips for rendering a nice looking skybox?
Oh, for reference, the sampler state I've set up for the pixel shader uses the D3D11_FILTER_MIN_MAG_MIP_LINEAR filter. Is this a good choice? Is there a better alternative?
Thanks for any help!