I can see why the board might look pixelated when you zoom in, but I'm using high-res images. They look great in Wings3D, even when enlarged to a HUGE extent. Why can't I tell it to expect to repeat the pattern exactly ONE time? It just makes no sense to me.
I THINK I HAVE FIGURED THE PIXELATED TEXTURE PROBLEM OUT...MAYBE. I have been in contact with one of the developers of Wings3D, in an attempt to find a way to make full-design (not tiled) boards look better, and he suggests turning off the blur filter in OpneGL. This filter makes very low resolution images look better, but makes high resolution images look worse by blurring them. Is it possible for this to be turned off? If this is true, and it's possible to put it into effect, I will help you make the default board textures look better, so that the blur filter will not be necessary!
Scotty
Offline Administrator
24.09.2014 00:28
I don't use any advanced function. That's my initialization:
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const cHint=GL_NICEST;//GL_FASTEST; cLight:TLight=(Ambient:(50); Diffuse:(70); Specular:(0); Position:(10,-10,30)); ... glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glShadeModel(GL_SMOOTH); //bk color SetBkColor(FBkColor); //light Light:=cLight; //culling glEnable(GL_CULL_FACE); glCullFace(GL_BACK); //glCullFace(GL_FRONT);// //blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //smoothing glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT,cHint); glHint(GL_POLYGON_SMOOTH_HINT,cHint); glHint(GL_PERSPECTIVE_CORRECTION_HINT,cHint);
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MultiSampling:=8; DoubleBuffered:=true;
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[EDIT] Wait...what is that "smooth" function?
Scotty
Offline Administrator
24.09.2014 09:54
GL_LINE_SMOOTH is about anitaliasing and affects only polygons. Textures are filtered using GL_LINEAR (the code below), which might have a small potential for improvement. But I assume it does not solve your problem. I was told (and want to implement sometimes) that there are better routines to map a texture onto an object.
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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