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OpenGL provides ugly Textures


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#1   Members   -  Reputation: 122

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Posted 07 September 2001 - 06:53 AM

Hello, I realized a terrain-visualization with triangles. Above the triangles i bind a texture. I put all the triangles to be drawn in a display list. Now when i''m moving through the terrain the hills which are far away looks ugly and a little bit strange. What can be the reason for that behaviour. Thanks in advance Peter Gmeiner

#2   Senior Moderators   -  Reputation: 1788

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Posted 07 September 2001 - 07:12 AM

"ugly and a little bit strange" is far too ambiguous to be useful in problem solving... however, look into mip-mapping for a possible solution.

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Posted 07 September 2001 - 11:20 AM

He''s right, mip-mapping would likely help you out a lot.

- Mike

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Posted 09 September 2001 - 01:30 AM

OK!

It''s a little bit vague, so please look at a screenshot of the this at: http://members.tripod.de/pgmeiner/Terrain.jpg
The mipmaps i already implemented but the same ugly effects are there.

Peter Gmeiner

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Posted 09 September 2001 - 04:56 AM

That looks like it could be zbuffer fighting. Try upping the zbuffer''s size. If you have to, use two different project matricies each pass, one for distant objects, one for near objects. Of course, to do that you have to sort the polygons to fit into those two categories.

[Resist Windows XP''s Invasive Production Activation Technology!]

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Posted 09 September 2001 - 10:26 AM

yes as null and void saiz its zbuffer fighting increase the depth of the near clipping plane by about 10x

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Posted 09 September 2001 - 12:23 PM

thank you guys for your helpfull advices. It works now correct and looks good.

Peter Gmeiner

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Posted 09 September 2001 - 12:39 PM

Then, I assume, that you realize that it wasn''t OpenGL''s fault--you''d have to deal with the same issues in any 3D API.




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