Author Topic: About texture filtering  (Read 1044 times)

Offline yindroid

  • byte
  • *
  • Posts: 21
    • View Profile
About texture filtering
« on: January 22, 2012, 02:54:26 pm »
Hi!

I have a little confusion about texture filtering, I made a simple plane-Object3D ( quite big ) and texture size is 256x256 pixels - texture looks a bit distorted like a grainy patern. I'm not sure how to fix that :/
there is screenshot sample attached:


Thank you in advance!

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: About texture filtering
« Reply #1 on: January 22, 2012, 04:30:34 pm »
It's not filtering, it's dithering. This happens if you use a 16bit frame buffer instead of a 32bit one. That said, i'm not sure if Android currently supports 32bit frame buffers, but you might want to try to change your gl initialisation to try it.

Offline K24A3

  • long
  • ***
  • Posts: 231
    • View Profile
Re: About texture filtering
« Reply #2 on: January 23, 2012, 08:43:40 am »
Android definitely supports 32bit framebuffers, I use it myself on multiple devices. Set the RGB to 888 instead of 444 or 565 using the Khronos EGLConfig if RGB888 is supported by the GPU hardware (which most do except for perhaps the earlier phones from 2+ years ago). But expect a performance hit on some devices.

Offline yindroid

  • byte
  • *
  • Posts: 21
    • View Profile
Re: About texture filtering
« Reply #3 on: January 24, 2012, 07:15:18 pm »
thx guys!
i 'll try to use your advices...