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DarkBASIC Professional Discussion / Maybe I have my beers goggles on?

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zerosimms
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Joined: 25th Feb 2011
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Posted: 1st Mar 2011 23:12
Hey peeps.

Here's a screenshot of a level in a game I'm attempting to build.
Now, I don't know if it's because I've been drinking tonight and got my beer goggles on or if it's the dark pro render engine, or if somehow, somewhere I need to add/change a bit of code (i'm assuming its the latter) but where I've crudely marked (with the blue arrows) can you see that the level abruptly "blurs"?
Is there anyway I can stop this so that the level appears sharper and cleaner?



www.bensimms.co.uk
Randomness 128
19
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Joined: 13th Feb 2007
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Posted: 2nd Mar 2011 05:40
You can fix that by enabling anisotropic filtering. There's a plug-in available that makes it possible to enable this in DBPro. You can find it here.
zerosimms
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Posted: 2nd Mar 2011 09:21
Ahh sweet! Thank you very much!

www.bensimms.co.uk
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 2nd Mar 2011 11:07
Some other options are to try using the ,1 flag when getting or loading images - this usually stops mipmapping.

I would see how the filter plugin goes, and also try setting the object mipmapping to nothings:
SET OBJECT TEXTURE Obj,1,0

The ,0 at the end tells the object not to use mipmapping, the ,1 flag sets the texture repeat mode (wraparound, mirror etc).

Health, Ammo, and bacon and eggs!
Quel
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Posted: 2nd Mar 2011 22:00
Yup this is rather a mipmapping issue...
baxslash
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Bronze Codemaster
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Location: Duffield
Posted: 3rd Mar 2011 11:43
Kaedroho's Anisotropic filter improves a little on removing mipmapping in my opinion and it runs really fast. I noticed little or no impact on framerate when I tried it, but removing mipmapping for objects is easier I guess.

I guess it depend what kind of level of texture detail you want visible at all times.

Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 3rd Mar 2011 11:54
It's not always a good idea to remove mipmapping. Mipmapping removes the annoying "shimmering" effect you get with certain textures when you move the camera. The best thing to do is try both options and see which looks best. A more complicated solution is to use a shader where you can control the mipmapping, e.g. by increasing the distance before each mipmap is used.
Van B
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Posted: 3rd Mar 2011 13:28
If you want to take control over the mipmapping, then a good option is to use a .DDS plugin, theres one for Photoshop and PaintShopPro9. That would let you define the number of mipmap images, how they are compressed and laid out. Then save your images as .DDS, and when you load them up, they have the mipmapping already calculated.

Disabling it can produce some horrible jaggies and shimmering, especially with a high contrast texture, like the grids there. At least there are options to get rid of the problem, take control of mips, make the lines thicker and disable mips, use anisophalic blending... lots to experiment with.

Health, Ammo, and bacon and eggs!
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 3rd Mar 2011 20:13
Quote: "That would let you define the number of mipmap images, how they are compressed and laid out."


I didn't know you could do that. Sounds useful. Something else to experiment with. Thanks.

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