I’ve posted this question in another place and didn’t get much of an answer. Here’s my problem:
I’m doing a panel of an aeroplane. I’m creating a texture, applying it to a quad that is half the height of the screen and the full with of the screen. The problem is that the panel is blurry when i run the prog. I was told that using GL_LINEAR when i create the texture is the cause (something about linear interpolation or some such nonsense)so i changed it to GL_NEAREST and now it’s all pixelated. (i just can’t win) Any more ideas??? Is there any way i can get a middle ground. How come an image doesn’t look the same as it does when you draw it in paint or some other app, when you apply it as a texture to a quad or something? I figured it was because it’s getting stretched so I tried making the image the exact size it would appear on the screen .ie. the size of the quad. And it’s coming out lop-sided? I mean, it’s like it’s skewed in some way.
And skewed very badly, i’m not talkin about it being slightly to one side. A bit of one guage is appearing on the other side of the screen. It’s perfectly clear now though, no blurring or the like so at least i’ve got that much. But i have to tilt my head to see it . These are the texure parameters i’m using:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
I’ve played around with these parameters to no avail.
I can’t figure out whats wrong. Us newbies are so useless…or maybe just me??
Anyway, to summarize - how in the name of satan, do you make an image appear nice and crystal clear on a quad??? A quad that is half the height, the full width and always in front of, the screen.
And yes, the image is clear when editing it in paint.
Please help, my panel looks like crap. And crap thats been stirred around for awhile!!!