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how can i avoid this texture problem

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well, hard to explain. so here is a screenshot: http://hosting.xlnet.net/internet/uniqwas/shot.JPG how can i do this "border(s)" more smoothly ? i am using this to create the texture : glBindTexture(GL_TEXTURE_2D, texture[nr]); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX,TextureImage[0]->sizeY,GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); thx in advance! [edited by - tl2000 on November 9, 2002 7:55:13 AM]

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You must use trilinear filtering. It''s pretty straightforward, just change this line :

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);

to :

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

Note that it requires ''more work'' from your video card so you may let the user choose between bilinear and trilinear filtering to allow your game to work faster on old hardware.

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it is normal, ( ok, i am not talking about vertex normal or face normal)
since u have used mip,
u may try not to use mip,
but i think u would like to keep it

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check out aniostropic texture filtering (not all cards support it)

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

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