Game Development Community

Interior MipMaps?

by Eric Forhan · in Torque Game Engine · 08/02/2003 (8:03 pm) · 6 replies

I'm having some problems with interior textures going from a nice high-res texture straight to a very blurry low-res one sooner than it should. It doesn't happen on all interiors, only some. Does anyone know if there is a way to adjust this?

I use QuArK 6.3.x w/the latest map2dif. Radeon 9500(w/128MB).

-EricF

#1
08/03/2003 (7:54 am)
Anyone? Anyone?

:-)
#2
08/03/2003 (8:22 am)
I had these problems too... I don't seem to have them any more.
I believe it has something to do with the scale of the textures. What are their scales? And what are their resolutions?
#3
08/08/2003 (1:11 am)
Maybe it has something to do with the 'small' textures which i noticed before..
it seems every texture actually has 2 opengl textures, one normal sized, and one 'small' texture which is a low res texture
i'm not entirely sure, but maybe what you're seeing are the small textures being applied after a certain distance..
#4
08/08/2003 (1:19 am)
The smaller the texure the faster will it blur as there is not enough "pixel infomation" on the texture to work with.

Mipping simply takes the avarage color of 4 adjecent pixel and make a new one.
So the higher texture resolution the better it "mips" so to speak.

Karsten "Clocks" Viese
#5
08/08/2003 (2:09 am)
Yeah... but sometimes it mips 512*512 textures faster then 12*128 for example. The mipmapping is a bit buggy. On the same distace it sometimes blurs certain faces and other not, altough they use the same texture.
I no longer have this problem, but I remember it being a pain in the ass.
#6
08/08/2003 (4:20 am)
Scaling the texture above 1x1 (or close to it) seems to be the cause of this.