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jPCT-AE - a 3d engine for Android => Support => Topic started by: yindroid on January 22, 2012, 02:54:26 pm

Title: About texture filtering
Post by: yindroid 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:
(http://i39.tinypic.com/a0wj74.jpg)

Thank you in advance!
Title: Re: About texture filtering
Post by: EgonOlsen 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.
Title: Re: About texture filtering
Post by: K24A3 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.
Title: Re: About texture filtering
Post by: yindroid on January 24, 2012, 07:15:18 pm
thx guys!
i 'll try to use your advices...