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billybob

texel smoothing?

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Try this too...

SetTextureStageState(nState, D3DTSS_MINFILTER, D3DTEXF_LINEAR);



quote:

i tried that, it didn''t do anything. thats why i asked here



btw what did you expect it to do?

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Try setting the MIP filter to linear as well. That gets you trilinear filtering, very pretty.



Read about my game, project #1



John 3:16

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quote:
Original post by aanand_420
Try this too...

SetTextureStageState(nState, D3DTSS_MINFILTER, D3DTEXF_LINEAR);



[quote]
i tried that, it didn''t do anything. thats why i asked here



btw what did you expect it to do?


i expected it to smooth the texels of my textures.

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quote:
Original post by Coincoin
Are you using texture transform?
Texture transform can disable filtering in some cases.

texture transform? is that like mirror or wrap? when i tried to do bilinear filtering, i was not. but i am now, when i''m not trying to.

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If you stretch your texture too much even texture filtering will bot suffice. If you are e.g. using a 256*256 texture on a 1024 * 1024 piece of terrain you should use detail mapping too.
Texture filtering will only work to a certain extent, I believe.

Im Anfang war die Tat...
Faust

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quote:
Original post by Hippokrates
If you stretch your texture too much even texture filtering will bot suffice. If you are e.g. using a 256*256 texture on a 1024 * 1024 piece of terrain you should use detail mapping too.
Texture filtering will only work to a certain extent, I believe.

Im Anfang war die Tat...
Faust


i know but right now, there is no pixel averaging. i know its not doing anything because there is no dfiference between turning filtering off and putting it to point or bilinear. its not stretched very much, i can change how much it covers easily. i made a variable to control how many squares a textuer covers before repeating, right now its at 2 i beleive. its a 512x512 texture.

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