texel smoothing?

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8 comments, last by billybob 21 years, 8 months ago
i think this is called bilinear filtering, hwo do you turn it on? my terrain is big ugly boxes...
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SetTextureStageState, D3DTSS_MAGFILTER, D3DTEXF_LINEAR

look those up in your dx docs
Assassin, aka RedBeard. andyc.org
i tried that, it didn''t do anything. thats why i asked here.
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?
There is no problem so complicated that it cannot be complicated further.
Try setting the MIP filter to linear as well. That gets you trilinear filtering, very pretty.


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John 3:16
quote:Original post by aanand_420
Try this too...

SetTextureStageState(nState, D3DTSS_MINFILTER, D3DTEXF_LINEAR);




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.
Are you using texture transform?
Texture transform can disable filtering in some cases.
Editor42 ...builds worlds
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.
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
Im Anfang war die Tat...Faust
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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