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I'm drawing a corridor. I have a bunch of wall textures that work well
together, a bunch of floor textures, a bunch of ceiling textures. So I put
them on the appropriate faces somewhat randomly.
I could either keep a list of faces with floor 1, with floor 2, with wall 1,
wall 2, wall 3, ... and draw each set of faces in a separate pass. What I
chose instead was to put all the textures into one larger texture, and
simply map the appropriate subset of the texture to the appropriate points
on the face, eliminating the need to push anything to the graphics card more
than once.
When I turn off mipmaps, I get the usual aliasing/moire problems, but
everything looks crisp when I'm not moving. When I turn *on* the mipmap
generation for the texture, everything looks a lot more blurry, even up close.
Is this expected? Am I not understanding something? Is the bluriness from
the mipmaps themselves, or is something else going on there? It looks like
the system/library/card/whatever is picking the wrong mipmap level. Is this
not a pretty normal way to work it?
(Note that I haven't changed the size of the original textures. I just tiled
them into on larger texture.)
This is DirectX if that makes any difference.
--
Darren New, San Diego CA, USA (PST)
C# - a language whose greatest drawback
is that its best implementation comes
from a company that doesn't hate Microsoft.
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