Jump to content
Posted 24 May 2012 - 05:35 PM
Posted 25 May 2012 - 07:01 AM
Edited by kauna, 25 May 2012 - 07:02 AM.
Posted 25 May 2012 - 10:23 AM
Posted 25 May 2012 - 11:12 AM
Posted 25 May 2012 - 12:10 PM
So, for mipmapping to work, the texture needs mipmaps and the sampler needs to be set to use them.
As far as I know, anisotropic filtering doesn't change the quality of the image when the triangle is seen from perpendicular angles as we see in your filterissue video.
Edited by DJTN, 25 May 2012 - 12:14 PM.
Posted 25 May 2012 - 12:40 PM
Other than setting the min, mag and mip filter, what else is needed to setup a shader for mipmaps?
Also, in the D3DXCreateTextureFromFileEx function you can set 2 filters, one for the texture and one for the mipmaps. I’m not clear on how these work. Do they override the shader’s sampler filters? I noticed you can have multiple filters applied, is there a standard that works well in most situations?
Does this mean I have to change the filters depending on the camera angle? It seems as though this could become a huge performance issue with the multiple state changes.
Posted 25 May 2012 - 01:00 PM
Posted 25 May 2012 - 01:55 PM
Posted 25 May 2012 - 08:53 PM
Posted 26 May 2012 - 10:38 AM
It definitely looks like a mip mapping error. I would try mip maps generated offline. If you disable mip mapping does it still look that way? I wouldn't suggest disabling it and being done, but as a test you should see what it does.
Edited by DJTN, 26 May 2012 - 10:39 AM.
Posted 27 May 2012 - 10:09 AM
Posted 27 May 2012 - 12:17 PM