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Texture aliasing

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Are the aliasing artefacts below due to the dds texture and/or the ID3D11SamplerState (linear wrapping) and/or the DXGI_SAMPLE_DESC (count: 1, quality: 0)?

[attachment=35607:Clipboard01.png]

Edited by matt77hias

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DXGI_SAMPLE_DESC is for MSAA - which cleans up rasterization aliasing along the edges of triangles.

Yep, your ID3D11SamplerState is probably using a bad filter. You want linear with mip-mapping, which means that you also need to ensure that all of your textures have mipmaps.

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Be aware that GenerateMips requires you to create your textures with D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE and D3D11_RESOURCE_MISC_GENERATE_MIPS.

In other words it's primarily provided for cases where you need to mipmap a render target, and may be suboptimal in the more general case.

Since you say you're loading DDS files anyway, why not pre-generate the miplevels (using your preferred DDS authoring tool) and store them in the DDS file?  This will only cost a fraction of extra storage but may get you faster loading and will allow you to use a higher quality mipmap generation algorithm.

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The problem was the .dds textures (which contained no extra mip map levels).

I still notice some temporal flickering on the floor stone textures while moving?

Edited by matt77hias

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Although the screenshot is not clear, I see no evidence that the floor has mipmaps.
What does RenderDoc tell you?


L. Spiro

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Although the screenshot is not clear, I see no evidence that the floor has mipmaps.

You're right thanks. Thought I converted all 53 .png's to .dds's with mip maps except for the floor.

Now with mip maps, the flickering while moving is gone.

Edited by matt77hias

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