Trouble with "near" texture distortion
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
The image is 256x256
A screenshot can be found here:
http://img401.imageshack.us/img401/6973/distortionla3.jpg
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.
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