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Textures with poor quality (Great solution!!)

Started by September 16, 2003 04:27 PM
13 comments, last by JohannUmana 21 years, 5 months ago
I am making some 3d models of my teeth, with texture and lighting, lighting is great! but the textures look bad, i'm using 24 bits bitmaps, which are real nice, but it look real bad as texture, it seems like it looses color depth. I found that when I disable some acelerations on my graphic card (with the windows control panel) texturing looks great!! but lighting looses quality, and the animation looks slower. When i disable acelerations, there are only three opengl extensions, i used the 24 lesson program to see that, and when i enable all acelerations there are 24 opengl extensions. My graphic card is a S3 Graphics ProSavageDDR. I'm programming with delphi in a WindowsXP enviroment. I used the same bitmap with nehe's lesson seven cube, and it looks bad again. Why is that hapenning?? pictures at http://espanol.geocities.com/johannnew2002/ [edited by - JohannUmana on September 17, 2003 5:56:03 PM] [edited by - JohannUmana on September 17, 2003 7:44:05 PM]
are you letting OpenGL build mipmaps for you, or making your own?

Love means nothing to a tennis player

My nothing-to-write-home-about OpenGL webpage. (please pardon the popups!)

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Which internal format do you use? Maybe you can push some quality here!

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OK, now what is a S3 Graphics ProSavageDDR video card? Is it an integrated chip or something? How much memory does it have?
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I''m not using mipmap texturing, and my videocard has 32 Mb. Tell me more about the internal format.
I think that if you see a picture of my bitmap and the resulting texture, it would help...
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Then, by all means, post an image.
Definitely experient with mipmapping. In my city demo, before I tried mipmapping my textures came out blocky and ugly. Just using gluBuild2DMipMaps not only made it look much, much better but it added about 12fps to my framerate.

I''ve never done this, but there''s a way to make your own mipmaps instead of letting OpenGL make them for you.

Don''t know off the top of my head if any of NeHe''s tutorials cover mipmapping but it''s worth a look (tutorial 6 maybe?), otherwise if you just look up gluBuild2dMipMaps in MSDN you''ll figure it out.

Love means nothing to a tennis player

My nothing-to-write-home-about OpenGL webpage. (please pardon the popups!)

Ok, i tried mimpap texturing, it does not fix my problem not in my code and not in nehe''s lesson seven code, where i put my textures too. Here you can see the images of my textures, 256x256 24 bits bitmaps, and shots of my 3d model, there you can see how texture loses color depth

http://espanol.geocities.com/johannnew2002/
I was having this problem myself with a 9700 pro. After some sloothing gammer SG pointed out that video cards may use a diffrent presission when using a standard GL_RGB, or ''3''.

Instead try tossing in a GL_RGB8.

gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);


Or the same with glTexImage2D()

Worked for me, hopefully it will solve your problem.

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