Texture blurs at very close distance
by Ahmed@ · in Torque Game Engine · 11/28/2005 (3:21 am) · 4 replies
The texture size is 512x512. In max material I have U Tiling 1 and V 30. The image is also rotated at angle W 90. Any idea why it blurs at a very close distance?

#2
... i also love the floating cones!
11/28/2005 (5:42 am)
Cool effect.. maybe i could play around with it.... i wonder how it would work, if everything was blured alot up close, but was in focus far away.. u could play a character with long sightedness!!!... i also love the floating cones!
#3
prefs.cs-------------------------------------------
$pref::OpenGL::allowCompression = "0";
$pref::OpenGL::allowTexGen = "1";
$pref::OpenGL::disableARBMultitexture = "0";
$pref::OpenGL::disableARBTextureCompression = "0";
$pref::OpenGL::disableEXTCompiledVertexArray = "0";
$pref::OpenGL::disableEXTFogCoord = "0";
$pref::OpenGL::disableEXTPalettedTexture = "0";
$pref::OpenGL::disableEXTTexEnvCombine = "0";
$pref::OpenGL::disableSubImage = "0";
$pref::OpenGL::force16BitTexture = "0";
$pref::OpenGL::forcePalettedTexture = "0";
$pref::OpenGL::gammaCorrection = "0.5";
$pref::OpenGL::maxHardwareLights = "3";
$pref::OpenGL::noDrawArraysAlpha = "0";
$pref::OpenGL::noEnvColor = "0";
$pref::OpenGL::textureAnisotropy = "0";
$pref::OpenGL::textureTrilinear = "1";
11/28/2005 (6:57 am)
I actually tried the mipmap before with other objects but no luck. I added it to this object and there is no difference (the difference u see is due to changing the fog and visibility distance).$pref::OpenGL::allowCompression = "0";
$pref::OpenGL::allowTexGen = "1";
$pref::OpenGL::disableARBMultitexture = "0";
$pref::OpenGL::disableARBTextureCompression = "0";
$pref::OpenGL::disableEXTCompiledVertexArray = "0";
$pref::OpenGL::disableEXTFogCoord = "0";
$pref::OpenGL::disableEXTPalettedTexture = "0";
$pref::OpenGL::disableEXTTexEnvCombine = "0";
$pref::OpenGL::disableSubImage = "0";
$pref::OpenGL::force16BitTexture = "0";
$pref::OpenGL::forcePalettedTexture = "0";
$pref::OpenGL::gammaCorrection = "0.5";
$pref::OpenGL::maxHardwareLights = "3";
$pref::OpenGL::noDrawArraysAlpha = "0";
$pref::OpenGL::noEnvColor = "0";
$pref::OpenGL::textureAnisotropy = "0";
$pref::OpenGL::textureTrilinear = "1";
#4
Road B will have superior texturing and lighting.
11/28/2005 (7:17 am)
You may want to try introducing extra polygons into the mix:Road A: +------------------------+ | | +------------------------+ Road B: +----+----+----+----+----+ | | | | | | +----+----+----+----+----+
Road B will have superior texturing and lighting.
Torque Owner N R Bharathae