Hello Fangqin,

As you can see, in the first picture, the texture of building is not clear. It is not quite far. The texture performance is not acceptable. But when you get a little closer, it becomes better (the second picture).
Is this because of not setting mip-map?

No, you are using mip mapping since the texture changes (and I bet you can see where the texture changes by moving slowly closer to the building - it will switch mip levels all of a sudden). Anyways, mip mapping is on by default.

Mipmaps are built from textures automatically by OSG when they are needed, using GLU functions. The problem is that the resuling mipmap levels generally have too much filtering/blurring. So what you can do is generate mip levels yourself using an image processing tool to resize and filter the images using a higher quality filtering algorithm, and store the texture with its precomputed mip levels in a DDS texture. This way you have control over the appearance of your texture at every mip level. There may even be a class in the osgUtil::Optimizer or somewhere else to do this, I don't remember.

You could also try to enable anisotropic filtering to see if it makes things better. In general it will, but you'll have to try it out yourself (for example, by using osgUtil::Optimizer::TextureVisitor to set the anisotropy parameter to something like 16 - try out some different values to see what works for you). This however takes a bit more time on the GPU, but not that much on modern cards.

Obviously, generating the mip levels yourself in a DDS texture as described above gives you more control and takes no extra GPU time at runtime, but takes some time upfront to generate them and find the right settings. Conversely, using anisotropic filtering takes some time on the GPU, but does not require any changes to your art pipeline and no time upfront apart from finding the right settings for each texture (unless you're happy just setting them all at 16).

Hope this helps. Sorry for rambling.

J-S
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______________________________________________________
Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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