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#ActualnewObjekt

Posted 09 April 2013 - 08:17 PM

Hey, I have a quick question about my normal and specular maps causing really bad texture artifacts at a distance.

Here's some pictures of the problem. (ignore the weird blue lights, was messing with glow lights in my shader)

 

http://inferno.codebrainshideout.net/Images/hangemhigh%201.png

http://inferno.codebrainshideout.net/Images/hangemhigh%202.png

 

Should I look into anti aliasing or anistropic filtering? Or do I need to filter the maps in my glsl shader?


Here is my GLSL fragment shader as well, it's a mess right now, I know :P

http://inferno.codebrainshideout.net/modelShader.frag

Relevant code is inside of the if(useNormal) { }

 

Thanks : )


#1newObjekt

Posted 09 April 2013 - 08:15 PM

Hey, I have a quick question about my normal and specular maps causing really bad texture artifacts at a distance.

Here's some pictures of the problem. (ignore the weird blue lights, was messing with glow lights in my shader)

 

http://inferno.codebrainshideout.net/Images/hangemhigh%201.png

http://inferno.codebrainshideout.net/Images/hangemhigh%202.png

 

Should I look into anti aliasing or anistropic filtering? Or do I need to filter the maps in my glsl shader?


Here is my GLSL fragment shader as well:

http://inferno.codebrainshideout.net/modelShader.frag

 

Thanks : )


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