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[GL, C#] Texture flags and setup like in Minecraft


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#1 Lunatix   Members   -  Reputation: 143

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Posted 14 June 2012 - 06:56 AM

Hi!


I'm building a Voxel Shooter Game and i stuck at the textures. I have a chunk and map system and now trying to texturize the voxels via tile-textureing. All tiles of the texture are 32x32 and the texture itself is 512x512.

[Picture 1]
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[Picture 2]
Posted Image

[Picure 3]
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So, as you see, the tiles look like they are blurred [Pic. 2] and there are seems [Pic. 1] between them. I thought the mipmapping was causing it, also i've ad one extra pixel to prevent bleeding [Pic. 3] - but nothing seems to work. For example, the minecraft tiles are 16x16 - and they are sharp as hell.

So, i would like to ask, if somebody knows a good texture setup for this... maybe i have to write my own "BuildMipMaps" function? With a "Pixel Resize" Downsampling Mode like in Paint Shop Pro?
You like voxels? Then you may like... http://gameworx.org/?p=36

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#2 Waterlimon   Crossbones+   -  Reputation: 2573

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Posted 14 June 2012 - 07:39 AM

You should probably use some GL_NEAREST (or something like that) for the full resolution tile, and some interpolation for the rest if thats possible (though i dont know if you should use nearest for those too) when setting the setting up the texture.

Edited by Waterlimon, 14 June 2012 - 07:41 AM.

o3o


#3 Lunatix   Members   -  Reputation: 143

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Posted 14 June 2012 - 10:13 AM

Yay, Nearest made it, Tank you :)

Sorry for the simple question... have had a little blockout or something >_<
You like voxels? Then you may like... http://gameworx.org/?p=36




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