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texturemipmapstate RWX command improvement (Wishlist)
texturemipmapstate RWX command improvement // WishlisteepOct 9, 2000, 7:30am
This command can already turn OFF mipmapping if it's already enabled, but I'd like a way to turn ON mipmapping for certain textures even though mipmapping may be disabled. I don't generally like mipmapping (and there's no way to change the mipmap levels/distance in AW) but I would like mipmapping always on for certain textures that have a Moire pattern on them (like my chainlink fences in Hole).
-- http://tnlc.com/eep/ - Active Worlds, Tomb Raider, 3D game comparison, The Sims Enable line/word wrap if text not wrapping. http://tnlc.com/eep/wrap.html for more info. DON'T QUOTE SIG WHEN REPLYING! ingiebeeOct 12, 2000, 2:05am
I know this is going to be a duh, but what is Mipmapping please? I'm drawing a blank, thanks, love Ingie
[View Quote] > This command can already turn OFF mipmapping if it's already enabled, but I'd like a way to turn ON mipmapping for certain textures even though mipmapping may be disabled. I don't generally like mipmapping (and there's no way to change the mipmap levels/distance in AW) but I would like mipmapping always on for certain textures that have a Moire pattern on them (like my chainlink fences in Hole). > > -- > > http://tnlc.com/eep/ - Active Worlds, Tomb Raider, 3D game comparison, The Sims > Enable line/word wrap if text not wrapping. http://tnlc.com/eep/wrap.html for more info. > DON'T QUOTE SIG WHEN REPLYING! eepOct 12, 2000, 9:11pm
Don't you worry your pretty little head about it...
[View Quote] > I know this is going to be a duh, but what is Mipmapping please? I'm drawing a blank, thanks, love Ingie > [View Quote] -- http://tnlc.com/eep/ - Active Worlds, Tomb Raider, 3D game comparison, The Sims Enable line/word wrap if text not wrapping. http://tnlc.com/eep/wrap.html for more info. DON'T QUOTE SIG WHEN REPLYING! ingiebeeOct 12, 2000, 11:37pm
:o( you arn't going to share with me? (sniff sniff) Sad Ingie
[View Quote] > Don't you worry your pretty little head about it... > [View Quote] agent1Oct 13, 2000, 11:10am
Basically, the way I understand it is this: the farther the texture gets from you, the more it is blurred. Not quite sure how to
explain it other than that. -Agent1 [View Quote] ingiebeeOct 13, 2000, 12:31pm
Oh, Is it where the image also is prevented from "Pixeling" when you get close? I know that's one of the new features, but I wouldn't
want to turn that off, I like that feature :o) Thanks, Ingie [View Quote] > Basically, the way I understand it is this: the farther the texture gets from you, the more it is blurred. Not quite sure how to > explain it other than that. > > -Agent1 > [View Quote] john viperOct 13, 2000, 9:53pm
Yes when you get close, groups of pixels are kinda averaged and gradiented to make it look less
blocky, when you get farther away the same thing happens -- ut it don't work perfectly. (Maybe it is just me? When Mipmaps are on for anyone else do things seem to get blocky and pixelly as they get farther away?) -- _________________________ John Viper http://www.jtsoft.net [View Quote] wyzard360Oct 13, 2000, 10:28pm
No, that's bilinear filtering, when the texture blurs as you get close.
Mipmapping reduces the complexity of the texture as you get farther away. [View Quote] ingiebeeOct 14, 2000, 3:31am
Oh, ok. So how do you turn it off?....... nevermind, if there is a button,
I'll find it :o) Thanks, Ingie [View Quote] > No, that's bilinear filtering, when the texture blurs as you get close. > Mipmapping reduces the complexity of the texture as you get farther away. > [View Quote] |