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 Questions about the program
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Apollonius Offline




Posts: 144

Sat Sep 20, 2014 12:47 pm
#61 RE: Design Questions Quote · reply

I can see why the board might look pixelated when you zoom in, but I'm using high-res images. They look great in Wings3D, even when enlarged to a HUGE extent.

Why can't I tell it to expect to repeat the pattern exactly ONE time? It just makes no sense to me.


Apollonius Offline




Posts: 144

Tue Sep 23, 2014 9:41 pm
#62 RE: Design Questions Quote · reply

I THINK I HAVE FIGURED THE PIXELATED TEXTURE PROBLEM OUT...MAYBE.

I have been in contact with one of the developers of Wings3D, in an attempt to find a way to make full-design (not tiled) boards look better, and he suggests turning off the blur filter in OpneGL. This filter makes very low resolution images look better, but makes high resolution images look worse by blurring them. Is it possible for this to be turned off?

If this is true, and it's possible to put it into effect, I will help you make the default board textures look better, so that the blur filter will not be necessary!


Scotty Offline

Administrator


Posts: 3.607

Wed Sep 24, 2014 12:28 am
#63 RE: Design Questions Quote · reply

I don't use any advanced function. That's my initialization:

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const
cHint=GL_NICEST;//GL_FASTEST;
cLight:TLight=(Ambient:(50);
Diffuse:(70);
Specular:(0);
Position:(10,-10,30));
...
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
//bk color
SetBkColor(FBkColor);
//light
Light:=cLight;
//culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); //glCullFace(GL_FRONT);//
//blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//smoothing
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT,cHint);
glHint(GL_POLYGON_SMOOTH_HINT,cHint);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,cHint);
 
 


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  MultiSampling:=8;
DoubleBuffered:=true;
 
 


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Apollonius Offline




Posts: 144

Wed Sep 24, 2014 12:33 am
#64 RE: Design Questions Quote · reply



[EDIT] Wait...what is that "smooth" function?


Scotty Offline

Administrator


Posts: 3.607

Wed Sep 24, 2014 9:54 am
#65 RE: Design Questions Quote · reply

GL_LINE_SMOOTH is about anitaliasing and affects only polygons. Textures are filtered using GL_LINEAR (the code below), which might have a small potential for improvement. But I assume it does not solve your problem. I was told (and want to implement sometimes) that there are better routines to map a texture onto an object.

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  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
 
 


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