Hey, I have a quick question about my normal and specular maps causing really bad texture artifacts at a distance.
Here's some pictures of the problem. (ignore the weird blue lights, was messing with glow lights in my shader)
http://inferno.codebrainshideout.net/Images/hangemhigh%201.png
http://inferno.codebrainshideout.net/Images/hangemhigh%202.png
Should I look into anti aliasing or anistropic filtering? Or do I need to filter the maps in my glsl shader?
Here is my GLSL fragment shader as well, it's a mess right now, I know :P
http://inferno.codebrainshideout.net/modelShader.frag
Relevant code is inside of the if(useNormal) { }
Thanks : )