• Create Account

# Help - Textures

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

4 replies to this topic

### #1Lycus  Members   -  Reputation: 107

Like
0Likes
Like

Posted 11 August 2014 - 05:29 PM

If i look at the distance the texture seems to be fuzzy[flickering]. If i use mipmapping the view distance for texture is short and rest is grey. How can i increase view distance while maintaining texture quality[without the flickering]. Please Help -I'm a new member

As you can see in the distance it is blured out after using mipmaps. However how can i increase the view distance before it blurs out and avoid flickering in the process?

### #2tmason  Members   -  Reputation: 326

Like
0Likes
Like

Posted 11 August 2014 - 07:34 PM

Video on the problem as well: http://www.youtube.com/watch?v=9AcCrF_nX-I

Simple solution is to play around with the near and far planes on the code managing your projection matrix (whether you are using gluPerspective() or even better with modern OpenGL setting up your own MVP matrix and sending it to the GPU).

### #3 slalrbalr   Banned   -  Reputation: 2005

Like
0Likes
Like

Posted 12 August 2014 - 01:59 AM

Try anisotropic filtering instead of linear or whatever you're using... It is supposed to be used together with mipmapping. Anisotropic filtering also has a parameter called "anisotropy", which can be specified as 1x-16x, and I guess you could say a higher value for anisotropy will "increase the blur distance". Technically, it reduces the level of blurriness everywhere based on the viewing angle, not just in the distance, but the effect is the same as your explanation of pushing back the blur.

Edited by tonemgub, 12 August 2014 - 02:10 AM.

### #4JohnnyCode  Members   -  Reputation: 994

Like
0Likes
Like

Posted 13 August 2014 - 02:10 PM

bilinear-trilinear-anisotropic, but even with most precise filtering, tilling naively textures in scenario you presented to extend to large space of depth will result in experience you see. Some people fight it with procedural texture coordinates by distance that is suitable for noisy textures such as rocks. If you are far from a hill where texture would happen to be tilled 100 times, procedural texture cordinates are a good overcome.

### #5 slalrbalr   Banned   -  Reputation: 2005

Like
0Likes
Like

Posted 14 August 2014 - 02:04 AM

If you are far from a hill where texture would happen to be tilled 100 times, procedural texture cordinates are a good overcome.

Do you have examples of this? The only thing I can find about "procedural texture coordinates" is about assigning texture coordinates to a sphere...

Anyway, it seems to me that his problem is clearly caused by the filtering mode. Anisotropic filtering would yield the best results. Bilinear and trilinear won't get rid of the blur he is describing, because they don't take the viewing angle into consideration. Bilinear and trilinear sampling will only blend between mipmaps better, AFAIK.

Edited by tonemgub, 14 August 2014 - 02:07 AM.

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

PARTNERS