Trouble with "near" texture distortion

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3 comments, last by Effron 16 years, 1 month ago
I created a large "ground" quad and mapped a texture 10000x10000 GL_REPEAT After applying the following parameter: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); the back (far side) of the texture appears normal, but the near portion is all distorted. I tried every variation I can find for glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,...); Also tried glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); and also all the glTexEnvi modes... still no luck. Im not super experienced with texturing theory, but to me all that would seem necessary to me is glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); Details: gluPerspective with gluLookAt 10000x100000 quad, 10000x10000 texCoords texture loaded as mipmap Thanks for any assistance
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Post a picture, and what is the size of the image?

NBA2K, Madden, Maneater, Killing Floor, Sims http://www.pawlowskipinball.com/pinballeternal

The image is 256x256

A screenshot can be found here:
http://img401.imageshack.us/img401/6973/distortionla3.jpg
It's either your magnification filter (double-check that you set it properly to LINEAR, not sure the exact commands in open gl), or else your texture coords are tiled way too high and you're getting precision loss in your UVs.
Yeah, it was just too big I guess. I tried all (6) mag filters to no avail
But I changed the quad size from 10,000 x 10,000 to 1,000 x 1,000 so ill just make 10 of those quads instead I guess.

Thanks !

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