Hi,
I have attached a screenshot of my first official 3D game program. I have created 'pine trees' in a snowy valley. Look closely at the pine tree in the foreground. Notice the texture is 'pixelated' (I think this is the right term)...those little rectangles...
Look at the tutorial "texture filtering"... and also, it still won't look very good, try moving one power of 2 up (ex if you're using 32x32 use 64x64, keep going until it looks good ! )
All contents of the above post that aren't somebody elses are mine, not the property of some media corporation.
(Just a heads-up)
Hi,
I am using 64x64. I suppose I could go up and try 128x128.
I know from looking at spheres made of dozens of polygons, that often you can select an option that smooths all of the edges on the polygons so they look round. I was wondering if there is a GL command to do this.
Hi Sas,
I think I get it now. I don't have any lighting turned on yet. Once I do, then I can add and then modify the normals that are necessary for OpenGL to calculate stuff like reflectivity.... am I on the right track?
But if you have a square that gets extended to 512x512 pixels on the screen then a 256x256 texture usually gets stretched to 512x512 pixels. But if you create a seamless texture (that is, the left edge and the right edge aren't seen when placed next to each other, same for top and bottom) you could just place the texture four times on the square, resulting in no stretching at all.
Of course this means that the texture shrinks to 128x128 on a 256x256 square or the appropriate mip map level is used.
All the buzzt CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
I use paintbrush to create the textures, so if there are major lines I make sure that they begin on left side at the same vertical position as the right side. This allows me to group them several tiles together so they are seemless.
I am attaching one of my more complicated textures. Complicated because it required matching major lines and colors on all four edges. It makes for a nice wall.
I tried the 256x256 texture...looks better...but not great. I still have a few tricks up my sleeve.....