Sie sind vermutlich noch nicht im Forum angemeldet - Klicken Sie hier um sich kostenlos anzumelden Impressum 
Sie können sich hier anmelden
Dieses Thema hat 64 Antworten
und wurde 2.794 mal aufgerufen
 Questions about the program
Seiten 1 | 2 | 3 | 4 | 5
Apollonius Offline




Beiträge: 144

20.09.2014 12:47
#61 RE: Design Questions Zitat · Antworten

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




Beiträge: 144

23.09.2014 21:41
#62 RE: Design Questions Zitat · Antworten

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


Beiträge: 3.777

24.09.2014 00:28
#63 RE: Design Questions Zitat · Antworten

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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
 
    
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);
 
 


1
2
3
 
  MultiSampling:=8;
DoubleBuffered:=true;
 
 


Download: Sourceforge.net | Help:Wiki | Discussion: Forum | News: Twitter | Fanship: Facebook

Apollonius Offline




Beiträge: 144

24.09.2014 00:33
#64 RE: Design Questions Zitat · Antworten



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

Scotty Offline

Administrator


Beiträge: 3.777

24.09.2014 09:54
#65 RE: Design Questions Zitat · Antworten

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.

1
2
3
4
5
 
  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);
 
 


Download: Sourceforge.net | Help:Wiki | Discussion: Forum | News: Twitter | Fanship: Facebook

Seiten 1 | 2 | 3 | 4 | 5
 Sprung  
Xobor Forum Software von Xobor.de
Einfach ein Forum erstellen
Datenschutz