Mipmapping and DIFs
by Rubes · in Torque Game Engine · 10/03/2007 (8:24 am) · 5 replies
Quick question:
We have two interior DIF structures in our game, both created in Constructor. There is a texture shared between the two structures.
During gameplay, one of the structures shows the presence of mipmapping; the texture is rendered very blurry until the player gets fairly close to it. The other structure, does not seem to do this. The texture renders at high resolution even when further away.
I know from reading this thread that there is some tweaking in the engine that might help globally with the mimapping effect, but the question is: why would one structure be affected differently than the other? Is there some setting in Constructor to specify mipmapping for an individual structure?
Thanks...
We have two interior DIF structures in our game, both created in Constructor. There is a texture shared between the two structures.
During gameplay, one of the structures shows the presence of mipmapping; the texture is rendered very blurry until the player gets fairly close to it. The other structure, does not seem to do this. The texture renders at high resolution even when further away.
I know from reading this thread that there is some tweaking in the engine that might help globally with the mimapping effect, but the question is: why would one structure be affected differently than the other? Is there some setting in Constructor to specify mipmapping for an individual structure?
Thanks...
#2
10/03/2007 (9:46 am)
Hmm, tough to say for sure. The one that blurs is a large, tall structure; the one that renders fine is single-story, but has a larger overall square footage.
#3
You can test this by exporting two simple cubes. Make one really large and the other really small. You'll notice that the small one mipmaps a lot earlier than the large one.
10/03/2007 (9:54 am)
That explains it. The larger square footage is ensuring that the building is more likely to be in range of the player and therefore the mipmapping (which is distanced based) won't kick in as early.You can test this by exporting two simple cubes. Make one really large and the other really small. You'll notice that the small one mipmaps a lot earlier than the large one.
#4
The taller/smaller building's texture blurs out a very short distance away from the building. However, the shorter/larger building's texture stays in high resolution even when I move a long distance away from it -- much longer than the distance for the other building. Here's an example.
This is about how far away you need to be from one building (the church) to start seeing blurring (where the cursor is):

The shorter building in the forefront (single story) still shows relatively clear textures even when this far away, even though it's the same texture:

Originally, all of these interiors were made in Quark, and we saw no mipmapping like this. Recently, our modeler re-made the structures in Constructor, and now we're seeing it -- but only with the church, not the single-story monastery.
10/03/2007 (11:24 am)
I'll try that, but it still doesn't seem to be the case in my game.The taller/smaller building's texture blurs out a very short distance away from the building. However, the shorter/larger building's texture stays in high resolution even when I move a long distance away from it -- much longer than the distance for the other building. Here's an example.
This is about how far away you need to be from one building (the church) to start seeing blurring (where the cursor is):

The shorter building in the forefront (single story) still shows relatively clear textures even when this far away, even though it's the same texture:

Originally, all of these interiors were made in Quark, and we saw no mipmapping like this. Recently, our modeler re-made the structures in Constructor, and now we're seeing it -- but only with the church, not the single-story monastery.
#5
10/04/2007 (6:42 am)
I've also run into this problem if a smaller texture (ie 32x32) was replaced by a larger one (256x256) but never resized. I use QuArK, but perhaps it's an exporter problem?
Torque Owner Tim Heldna