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Mipmap Distance

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Mipmap Distance Empty Mipmap Distance

Post  samson Sat Dec 20, 2008 5:48 pm

Is there any way to change the distance at which mipmaps are used?

Thank you very much!

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Post  sio2interactive Sat Dec 20, 2008 8:49 pm

Good question if someone have a way to do it, please keep me posted... So I can integrate like a "distance" range into SIO2, however I never heard about it is possible but... maybe...
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Post  samson Sat Dec 20, 2008 10:55 pm

Thanks sio2. I ask because I am getting some very strange mipmap behavior. I have some textures with alpha layers that are showing up blurry until the camera gets RIGHT up next to it. I can clearly see the engine progress through the different mipmap levels because it is happening so close to the camera. I thought that scaling my blender environment might help, so i tried scaling it both down and up and that doesnt seem to make a difference

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Post  samson Mon Dec 22, 2008 1:49 am

Does anyone have any thoughts on this? Or why my mipmaps are being displayed so close to the camera?

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Post  JonPru Mon Dec 22, 2008 11:52 am

Samson.

I am pretty sure I am having the same problem. I really could use some help on this too. It looks pretty bad.

Now I am not a blender expert but have been working full-time on teaching myself over the last three months so let me explain my problem and see if it is the same. I see a line where the textures go from clear to fuzzy. As I walk forward in my scene you can see the line moving at the same speed. I believe that is the same issue. Any help would be great.

Jonathan

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Post  samson Mon Dec 22, 2008 1:18 pm

Yup that's the one. You can get rid of mipmaps it by disabling mipmap under "map image" in the texture panel in blender, but ideally we would actually be able to use them Smile

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Post  samson Tue Dec 23, 2008 3:26 am

Does anyone have a fix for this? It makes mipmaps almost completely unusable. I'm surprised this hasn't been discussed before. The full resolution texture isn't displayed until the object is RIGHT next to the camera.

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Post  sio2interactive Tue Dec 23, 2008 3:56 pm

You can always try with other mipmap level:

Code:


   // The following instruction change the default mipmap
   // algorithm used for the images tagged to receive mipmapping
   //
   //   SIO2_IMAGE_NORMAL (no filtering)
   //   SIO2_IMAGE_LINEAR
   //   SIO2_IMAGE_BILINEAR
   //   SIO2_IMAGE_TRILINEAR
   //   SIO2_IMAGE_QUADLINEAR
   //
   sio2->tfilter = SIO2_IMAGE_BILINEAR;
   
   // Enable or disable anisotropic
   // filtering of your texture.
   //
   // SIO2_IMAGE_ISOTROPIC (no anisotropic filtering)
   // SIO2_IMAGE_ANISOTROPIC
   //
   sio2->afilter = SIO2_IMAGE_ANISOTROPIC;

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Post  sio2interactive Fri Jan 02, 2009 10:55 pm

Well taking another look at your post some other ideas come to mind...

You can always set yourself the mipmap levels such as in this example:

http://www.sulaco.co.za/mipmapping_example_tutorial.htm

(i know its delphi but its still GL)

or use GL_EXT_texture_lod_bias, which will be integrate on a per texture basis in 1.3.2...
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