Author Topic: Texture ugly look  (Read 2216 times)

Offline entis

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Texture ugly look
« on: February 27, 2008, 09:38:38 am »
Hi,

I have noticed that the same texture (see a ladder on the picture) placed to the different parts of an object looks very different (depending on angle/distance??)... I saw such effect even in 3DS Max... How can I impove this?



Thanks.

Offline EgonOlsen

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Re: Texture ugly look
« Reply #1 on: February 27, 2008, 10:30:41 am »
I can't tell anything from a screen shot of that size. Isn't there a bigger version available?

Offline entis

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Re: Texture ugly look
« Reply #2 on: February 27, 2008, 10:46:38 am »
Here it is (a bit bigger)...



Offline EgonOlsen

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Re: Texture ugly look
« Reply #3 on: February 27, 2008, 06:04:19 pm »
Looks like you are complaining about texture aliasing, which is an normal undersampling artifact. You are using the software renderer, which limits your options to handle this to two possible solutions:

a) Increase the number of samples by using a FSAA mode (http://www.jpct.net/doc/com/threed/jpct/FrameBuffer.html#SAMPLINGMODE_OGSS or http://www.jpct.net/doc/com/threed/jpct/FrameBuffer.html#SAMPLINGMODE_OGSS_FAST). This will improve image quality but will reduce performance

b) Try mip mapping by using the MipMapper-class that is available in the download section. You just add the objects to be mip mapped to it by calling addObject() and call mipMap() before rendering the scene. There is a performance drop but it shouldn't be too large.