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Darren New wrote:
> Kevin Wampler wrote:
>> Does everything still look blurry when you view it straight-on? Or
>> only when the walls are at an oblique angle to the direction the
>> camera is facing?
>
> Even straight on, IIRC. (I stopped to do a different game in the
> meantime, so I don't have this one compiled at hand right now.) Even
> worse at an angle, but that's expected, yes?
You might double-check just in case, since it might be the case that
you're seeing an artifact of using isotropic mipmapping:
http://en.wikipedia.org/wiki/Anisotropic_filtering. Basically, if
you're viewing at an oblique angle, you essentially need different
mipmap levels in different directions. I know OpenGL has an anisotropic
mipmapping extension that fixes this, and I'm sure DirectX supports that
too.
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