JanHH
05-08-2003, 04:34 AM
Hello,
the textures in my program look rather ugly, you can see where abruplty changes from one mipmap level to another. I know this effect from games like Unreal (1), but there, when you turn on trilinear filtering, it gets filtered smooth and looks fine. But my linux opengl app won't behave this way, even with
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
which according to the red book are the best quality settings, it looks like sh*t. Does anybody know how this is going to work? with aniso filtering and antiaaliasing textures look great but as we know, on a gf4 ti this really costs performance.
Regards
Jan
the textures in my program look rather ugly, you can see where abruplty changes from one mipmap level to another. I know this effect from games like Unreal (1), but there, when you turn on trilinear filtering, it gets filtered smooth and looks fine. But my linux opengl app won't behave this way, even with
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
which according to the red book are the best quality settings, it looks like sh*t. Does anybody know how this is going to work? with aniso filtering and antiaaliasing textures look great but as we know, on a gf4 ti this really costs performance.
Regards
Jan