jaydude Posted August 22, 2012 Share Posted August 22, 2012 Hi, Looking at the samples all the textures look pointsampled, cannot see Mipmapping? it is obvious in the far mipmaps, is there a way to fix this? Quote Link to comment Share on other sites More sharing options...
Canardia Posted August 22, 2012 Share Posted August 22, 2012 SetAFilter(16) makes things look good by removing the square pixelized garbage. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
jaydude Posted August 22, 2012 Author Share Posted August 22, 2012 Oh yes I reallize that but this is not what I mean. It looks like the far magfilter is set to Point sample not miplinear. From all the samples I have seen in this engine it seems this is set like that in all their texture samplers. This must be changed as it looks real bad. Quote Link to comment Share on other sites More sharing options...
jaydude Posted August 23, 2012 Author Share Posted August 23, 2012 Perhaps the Developer of Leadwerks can help me on this, as I am looking at purchasing this so far great Engine! upping the Anisotropic sampling is not the solution I was asking for. How can we set the far / near sampling Mipmapping to linear mode? I can attach a screenshot to clarity if required, thanks again! Quote Link to comment Share on other sites More sharing options...
shadmar Posted August 23, 2012 Share Posted August 23, 2012 Would ne nice to see a screenshot of what you see. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
jaydude Posted August 23, 2012 Author Share Posted August 23, 2012 Here is the Screenshot You can clearly see the Point sampling, (This I think is an incorrect implementation of Anisotropic filtering rather then being Point sampled) I have tested this on three systems with nVidia and ATI cards. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted August 23, 2012 Share Posted August 23, 2012 Interesting, I've never really noticed that! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
shadmar Posted August 23, 2012 Share Posted August 23, 2012 You can try setting the filters for the textures TextureFilter( TTexture texture, int filter ) TEXFILTER_PIXEL TEXFILTER_SMOOTH TEXFILTER_MIPMAP Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
flachdrache Posted August 23, 2012 Share Posted August 23, 2012 Interesting, I've never really noticed that! I doubt that the editor is able to show the scenes in such a condition - he most likely doesnt had the filter settings in his sample + some pretty low screenresolution. At some point josh provided the less compressed, highres terrain textures for licensed leadwerks users for a limited time ... at first i thought that not having them could have been the issue - it usually looks much, much better - even if dds textures can be borked to a point at which no filter will save the day. I actually cant understand why artists work 14 days on highres models and distribute the extracted normalmaps in .jpg or compressed dds files ... "ok - iam done ... that was hard ... now lets destroy it". So, if you bring in your own art this might not be the norm ... a little "comparison". Left the default road_node texture - right the high-res terrain textures. >>link because screenres<< Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Pixel Perfect Posted August 23, 2012 Share Posted August 23, 2012 I actually cant understand why artists work 14 days on highres models and distribute the extracted normalmaps in .jpg or compressed dds files I've often wondered that, I guess the drive to reduce the final byte count was a big factor in the past but shouldn't be any more. Nice scene btw Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Admin Posted August 23, 2012 Share Posted August 23, 2012 Try turning on trilinear filtering. If that doesn't make a difference, open the DDS file in Windows Texture Viewer and see if it contains mipmaps. Quote Link to comment Share on other sites More sharing options...
jaydude Posted August 24, 2012 Author Share Posted August 24, 2012 Try turning on trilinear filtering. If that doesn't make a difference, open the DDS file in Windows Texture Viewer and see if it contains mipmaps. Tried the trilinear filter does not do anything with this issue. The texture had no mipmaps and I replaced it with one which has and still the same issue (also converted the normal map to one with mipmaps). In general this issue seems very apparent and makes the final results look bad. Don't get me wrong , I am loving this engine so far! It is logical, well designed and easy to use and open, however please have a look at this issue as I think it is a simple fix. Quote Link to comment Share on other sites More sharing options...
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