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texture tearing

Started by March 11, 2001 05:19 PM
4 comments, last by penetrator 23 years, 11 months ago
i have a landscape with a texture on it... near to the point of view it looks fine, but far away the texture is tearing, i mean it looks like it is "moving". I think it is called texture tearing (am i wrong ?) and perhaps mipmapping is the tecnique to use to avoid it ? how shall i use that ? hope you understand what i mean ... thanks anyway !!!
I believe it''s called "texel swimming" and yes, mipmapping is good to prevent this as much as possible.

Use gluBuild2DMipmaps(..) to build the mipmaps automatically instead of using glTexImage2D(..);
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I''m actually trying to GET an effect like that: I want to make textures appear "shiny", like in Quake3 and Half-Life.
for the shiny effect look up texture environment mapping (also check the nv_reflection extenmsion demo on my site)

penetrator - i agree its prolly caused by not using mipmaps but it also might be cause u havent got texture perspective correction enabled

http://members.xoom.com/myBollux
ok, and how do i enable texture perspective correction ?

  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  


Note that it''s only a hint, it can be ignored by OpenGL.
(but I''m sure that it''ll do the job on most videocards..)

MSDN

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