Game Development Community

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?

www.javadesert.com/images/textureIssue.JPG

#1
11/28/2005 (5:26 am)
You should read the exporter docs. This is covered under Scetion IV: Appendix A of the DTS Exporter Reference. This is the MipMap function used to optimize your models. If you don't want the blurriness type in MIPMAP::NO_MIPMAP=true in the User Defined property tab of the object's Bounds Box. Its also best not to rotate your textures if you can at all avoid it.
#2
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
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).
www.javadesert.com/images/textureIssue2.JPGprefs.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";
#4
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.