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#ActualQNAN

Posted 05 February 2013 - 03:57 PM

I tried to alter the texture filtering in the shader to Point, with this result:
alphatest_scorched_filteringpoint.jpg
 
As can be seen, this does not solve my problem. The result is just pixelated.
 
This is how the sampler looks in the shader:

sampler2D g_texturemap_sampler =
sampler_state
{
	Texture = <g_texturemap>;
	MinFilter = Point;
	MagFilter = Point;
	MipFilter = Point;
};

 

I also tried to plug my texture into an ATI-demo called "Alpha to Coverage", replacing it with one of the other textures. The demo also draws AlphaTesting, which I set it to in the screenshot.

This is how it looks in the ATI demo:

alphatest_scorched_ATI_demo.jpg

 

There is no flaws, so I believe that this is not a texture problem - at least not at the file level.

 

Maybe in my creation?

D3DXCreateTextureFromFileExW(   m_device,
                                "../database/texture/foliage/gniff.tga", // gniff.tga is just a testname - it is the right one
                                D3DX_FROM_FILE,			// width
                                D3DX_FROM_FILE,			// height
                                D3DX_DEFAULT,			// miplevels
                                0,				// usage
                                D3DFMT_A8R8G8B8,		// format
                                D3DPOOL_MANAGED,		// pool
                                D3DX_DEFAULT,			// filter
                                D3DX_DEFAULT,			// mipfilter
                                0,				// colorkey
                                NULL,				// srcinfo
                                NULL,				// palette
                                a_textureDX))			// texture

 

If it is not any of these, could it then be a renderstate, that Im unaware of? Is there any renderstate, that can cause this?

 

Thank you for your help guys.


#1QNAN

Posted 05 February 2013 - 03:52 PM

I tried to alter the texture filtering in the shader to Point, with this result:
alphatest_scorched_filteringpoint.jpg
 
As can be seen, this does not solve my problem. The result is just pixelated.
 
This is how the sampler looks in the shader:

sampler2D g_texturemap_sampler =
sampler_state
{
	Texture = <g_texturemap>;
	MinFilter = Point;
	MagFilter = Point;
	MipFilter = Point;
};

 

I also tried to plug my texture into an ATI-demo called "Alpha to Coverage", replacing it with one of the other textures. The demo also draws AlphaTesting so the results can be compared.

This is how it looks in the ATI demo:

alphatest_scorched_ATI_demo.jpg

 

There is no flaws, so I believe that this is not a texture problem - at least not at the file level.

 

Maybe in my creation?

D3DXCreateTextureFromFileExW(   m_device,
                                "../database/texture/foliage/gniff.tga",
                                D3DX_FROM_FILE,			// width
                                D3DX_FROM_FILE,			// height
                                D3DX_DEFAULT,			// miplevels
                                0,				// usage
                                D3DFMT_A8R8G8B8,		// format
                                D3DPOOL_MANAGED,		// pool
                                D3DX_DEFAULT,			// filter
                                D3DX_DEFAULT,			// mipfilter
                                0,				// colorkey
                                NULL,				// srcinfo
                                NULL,				// palette
                                a_textureDX))			// texture

 

If it is not any of these, could it then be a renderstate, that Im unaware of? Is there any renderstate, that can cause this?

 

Thank you for your help guys.


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