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TGEA 1.7.0 Beta 1 Bug - textures (DDS, hi-res, mip map)

by Henri Aalto · in Torque Game Engine Advanced · 03/27/2008 (12:07 pm) · 3 replies

Hello.


I have run into a bunch of texture-related problems:

1) I saw this one mentioned on another forum but didn't find a bug report for it yet. The DDS-files (DXT1 and DXT5) that we're working earlier don't function anymore, the console log simply says it couldn't load the textures. I even tired to make a new default GFX texture profile for the textures forcing the compression:

GFX_ImplementTextureProfile(GFXDefaultDXT1Profile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::Static, //| GFXTextureProfile::NoMipmap,
GFXTextureProfile::DXT1);


2) I tried to load a 2x2K PNG texture as the terrain detail texture but the engine crashes every time. Haven't tried using 2x2K textures (or higher) elsewhere.


3) Not actually a bug but I'm using a 1x1K texture as the terrain detail texture and the automatically generated mip map levels are quite blurry for some reason. With the GFXTextureProfile::NoMipmap setting the quality is good but tends to "shimmer" at longer distances due to scaling (and naturally it has worse performance) which is to be expected. I've used the same textures and setup on other engines / software and they simply do a lot sharper/crispier mip mapping out of the box. If I simply could get the DDS-textures working I could avoid the problem through custom mip levels.

#1
03/27/2008 (12:16 pm)
What are you trying to apply the DDS textures on? Interiors/Shapes/TerrainBlock/Atlas?

Can you see if they apply properly on Interiors/Shapes?
#2
03/27/2008 (12:56 pm)
On Atlas terrain as the detail texture. I'll check it with some models when I get around to it. Meanwhile, here's a test shot of the terrain with the GFXTextureProfile::NoMipmap on (I'd really like to get the hi-res and DTX1 working so I could increase the resolution and get better mip mapping over distance, now the cliffs in the back are somewhat overly crispy; with the default mip mapping they would be a total blur):

i177.photobucket.com/albums/w204/hkaalto/FL_screen01.jpg

EDIT: I forgot to mention that in this shot I'm using a modified detail-shader to render the cliffs instead of standard clipmap / blended terrain (I simply passed another texture to the detail shader and used it as a mask to apply the cliff texture, the modifications to the engine were minimal; the problems I described were produced on an un-modified engine).
#3
06/05/2008 (2:16 pm)
The detail texture modifications you did look very nice. Hope the proble your having gets fixed, but wanted to note that.