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Re: sharp textures
[Re: Iglarion]
#432640
11/10/13 10:45
11/10/13 10:45
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Did you try set d3d_mipmapping to zero? Sure man! I did, but there are no results.. Take a look here: But as you can see, on the distance, textures are sharper than before, but this isn't what I'm looking for.. At close distance, it looks like they are still blurred. Greets
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Re: sharp textures
[Re: 3run]
#432643
11/10/13 12:27
11/10/13 12:27
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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Mipmapping stops blurring of the parts marked with green: For the parts you marked with red, either use higher resolution textures or use them in smaller scales.
3333333333
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Re: sharp textures
[Re: alibaba]
#432648
11/10/13 14:25
11/10/13 14:25
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Ok.. as I see, my explanation wasn't clear enough.. Here are some screens: This is how it looks now: This is how I want it to looks like: But this is a sprite, and I could use NOFILTER to disable the blurring. What about level block textures? Edit: yes, as alibaba said, I want my textures looks like in minecraft Greets
Last edited by 3run; 11/10/13 14:26. Reason: added
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Re: sharp textures
[Re: Superku]
#432720
11/13/13 09:08
11/13/13 09:08
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Joined: Nov 2005
Posts: 112
miez
Member
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Member
Joined: Nov 2005
Posts: 112
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Here, try this:
MATERIAL* mat_old = {
effect ="
texture entSkin1;
texture entSkin2;
technique old_school
{
pass p0 {
Texture[0] = <entSkin1>;
MinFilter[0] = NONE;
MagFilter[0] = NONE;
MipFilter[0] = NONE;
Texture[1] = <entSkin2>;
MinFilter[1] = NONE;
MagFilter[1] = NONE;
MipFilter[1] = NONE;
TexCoordIndex[0] = 0;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
ColorOp[0] = Modulate2x;
}
}
";
}
//...
//camera.material = mat_old;
This should do it for levelblocks.
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