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kindfluffysteve

GLUT and too blury textures - suggestions please

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I'm doing a flightsim and I come across this rather ugly feature I wonder if any posters can suggest quickest, easiest way to resolve it... trilinear filtering and mipmapping is on. ughhh - pretty horrid eh? had similar problems when trying to do race tracks in the past. what is solution? this is with filtering turned off. looks best i think at low level - but it looks rotten beyond measure when upon high and when over the grass it looks squared and pixelated. [edited by - kindfluffysteve on April 16, 2004 9:52:59 AM]

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Well, you could tile a piece of the runway texture many times down the runway to get a high resolution. Or you could model the white lines as seperate polygons and render them right on top of the runway (same with the number). Or, as a quick fix, you could keep trilinear filter for min filter, but choose nearest for the max filter.

-Madgap

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cheers thanks a lot!

crude, but effective - my ideal solution.

for anybody else who comes across this sort of thing:


case txTrilinear: glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// always mip mapping for trilinear

Mipping = TRUE;
break;

case txRoad: glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// always mip mapping for trilinear

Mipping = TRUE;
break;




[edited by - kindfluffysteve on April 16, 2004 10:29:53 AM]

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