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From: Frank C <li...@si...> - 2004-07-13 17:30:16
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On 13-Jul-04, at 12:57 PM, Keith Wiley wrote:
> I found the constants for texture filtering:
>
> typedef enum TQ3TextureFilter {
> kQATextureFilter_Fast = 0,
> kQATextureFilter_Mid = 1,
> kQATextureFilter_Best = 2,
> kQATextureFilter_Size32 = 0xFFFFFFFF
> } TQ3TextureFilter;
>
> but I'm unsure how to use them. I have only found two functions so far
> that seem related to this:
>
> Q3InteractiveRenderer_GetRAVETextureFilter
> Q3InteractiveRenderer_SetRAVETextureFilter
That's them...
> The problem is, I can't figure out where in Queeg or in Qut I get
> access
> to a TQ3RendererObject, which is required by both functions.
Hmmm, I've never actually used Queeg/Qut but perhaps they should wrap
texturefilter control internally so you don't have to dig for
pointers... sorry I can't be of much help here.
> Are these the functions I'm supposed to use to set texture filtering?
> They're both RAVE. I thought perhaps I was supposed to be looking for
> a
> generic solution...whatever generic means.
Yes these are a bit of a sticky point with Quesa and a result of it's
QD3D roots, but that's how it's done. It may make sense to use a more
generic API nowadays, and it would also make sense if textureshaders
could override the global settings, since filtering happens per-texture
anyway (or perhaps a new TextureFilterStyle object is in order?), but
for the moment the RAVE filters are all we got.
> I successfully switched my code from mipmaps to pixmaps (new to me
> since I
> haven't used pixmaps before), but the program doesn't appear to be
> using
> lower res textures in the distance, so I think the default value is to
> not
> filter, "fast" I think, which is what the docs say is the default, so
> that makes sense.
The default should be mid (unless Queeg/Qut are changing it behind your
back). Note that auto-mipmapping was introduced after the last official
release so it will currently only work if you compile Quesa from the
CVS source.
Frank.
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