Mipmaps too blurry
I find that my mipmaps jump to lower detail levels too quickly, so my textures are blurry, whatever distance I view them at.
Is the problem that I''m using glu to generate the mipmaps, or should I tell OpenGL to change the distance at which we jump down a mipmap level? If I should, can I, and how?
Just Plain Wrong
I recently received some advice on this from a professional game programmer. He said that glu uses a box filter to create the mipmaps, and that this tends to produce blurry results. He advised me to use a "mitchell" filter to create the mipmaps.
I have not yet tested his assertion.
- josh
I have not yet tested his assertion.
- josh
I don''t know if this is the best solution, but you can influence when the mipmap levels change using the EXT_texture_lod_bias extension.
Dave "Myopic Rhino" Astle
Executive Producer and COO, GameDev.net
Game Programmer, Avalanche Software
Author, OpenGL Game Programming
"Leaking and bleeding... that''s what happens when you don''t relax"
Dave "Myopic Rhino" Astle
Executive Producer and COO, GameDev.net
Game Programmer, Avalanche Software
Author, OpenGL Game Programming
"Leaking and bleeding... that''s what happens when you don''t relax"
i dont think thats the problem, the solution i believe is to use anosphic(sp) filtering ill do a search
>>
EXT_texture_filter_anisotropic
Texture mapping using OpenGL''s existing mipmap texture filtering
modes assumes that the projection of the pixel filter footprint into
texture space is a square (ie, isotropic). In practice however, the
footprint may be long and narrow (ie, anisotropic). Consequently,
mipmap filtering severely blurs images on surfaces angled obliquely
away from the viewer.
<<
http://uk.geocities.com/sloppyturds/gotterdammerung.html
>>
EXT_texture_filter_anisotropic
Texture mapping using OpenGL''s existing mipmap texture filtering
modes assumes that the projection of the pixel filter footprint into
texture space is a square (ie, isotropic). In practice however, the
footprint may be long and narrow (ie, anisotropic). Consequently,
mipmap filtering severely blurs images on surfaces angled obliquely
away from the viewer.
<<
http://uk.geocities.com/sloppyturds/gotterdammerung.html
Hmm. Thanks for the replies. I don''t think I have either of the extensions listed, so I can''t test them (although I''ll try and have my engine support them). I''ll have a look for stuff on Mitchell filtering.
Also: I don''t think the anisotropic filter will help with this particular problem unless it also does some other stuff because it''s too blurry even when the surfaces are seen face on. But I still get problems with surfaces seen at accute angles, so it will help the engine generally.
I should really get Mesa at some point, so I can test these extensions my hardware doesn''t have.
Just Plain Wrong
Also: I don''t think the anisotropic filter will help with this particular problem unless it also does some other stuff because it''s too blurry even when the surfaces are seen face on. But I still get problems with surfaces seen at accute angles, so it will help the engine generally.
I should really get Mesa at some point, so I can test these extensions my hardware doesn''t have.
Just Plain Wrong
quote:Original post by Mayrel
I should really get Mesa at some point, so I can test these extensions my hardware doesn''t have.
Unfortunately, Mesa doesn''t support all extensions. Check here to see the supported ones.
This topic is closed to new replies.
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