Preventing banding textures in DirectX

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2 comments, last by grokys 12 years, 1 month ago
[color=#333333]I have a 3D scene that I've tried rendering in Direct3D 10 and using WPF's 3D framework. Obviously, going directly to Direct3D is producing far better performance but I am getting banding which doesn't appear using the same scene in WPF.
[color=#333333]Does anyone have any tips on removing this type of artifact? It's obviously possible because WPF doesn't have it... If you have any questions about my Direct3D setup I will be please to add that information.
[color=#333333]WPF:
[color=#333333]cKSrV.png
[color=#333333]DirectX:
[color=#333333]WSXtS.jpg
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Are you using anisotropic filtering?
Looks like incorrectly generated miplevels to me. Can you post some code for how you generate these?

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

Problem solved, if I use [color=#444444]D3DX10_FILTER_TRIANGLE as my mip filter, I get output that looks like the WPF render. Easy as that!



[color=#444444]Thanks!

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