Re: [Plib-devel] texture repeating
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From: Curtis L. O. <cu...@me...> - 2000-08-24 22:10:10
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Amit Bakshi writes: > Try moving your texture coordinates in by 1/2 a texel. > > So if your texture is 256x256, instead of using (0,0)-> > (0,1) use ( 0.5 / 256 , 0.5 / 256 ) -> ( 0.5 / 256 , 1.0 - 0.5 / 256) > etc. You get the idea. Hmmm, this seems to help on the higher mipmap levels but not when I get further from the object, the bleed through starts showing up again. I wonder if it is the ssg mipmap generation routine that is doing this (assuming the texture will be tiled this is what you want) but assuming the texture isn't going to be tiled, you don't want this. Steve, is there anyway to control this aspect of mipmap generation in ssg? Thanks, Curt. -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |