Hi,
I'm trying to get to grips with mipmapping, but I'm
having some problems which
I'd appreciate some input on. I've attached a
(small) gif to try to illustrate my problem.
I've set up a texture with a set of mipmap level.
The base level has a RED image
at 128x128 pixels, and the other levels in
decreasing order of size are YELLOW,
GREEN, BLUE, CYAN, WHITE, ... etc
Each level has a 1 pixel wide boundary of black to
indicate its extent when displayed.
The attached gif show a view of a single horizontal
plane square rendered with this
texture.
Now this appears to me to be *wrong*. The mipmap
levels seem to be to be 'dropping off'
too quickly. This makes the 'texellation' (is that
a word ?) in the less detailed mipmap
levels (e.g. the cyan in the GIF) very visible and
distracting.
Is there something I need to do to control this ?
What I was wanting/expecting is for
e.g. the red/yellow boundary to be further away,
then the yellow/green further still etc.
This is all with MULTI_LEVEL_POINT min and mag
filters, but the effect is still
apparent when I choose other filters.
This is with Java3D 1.2 (OGL), JDK 1.3 on WinNT
4.0. This is also using the
software OGL (In 24bit mode, which my rage pro does
not support). When
in 16bit mode with hardware accln, the effects are
even worse.
Am I missing something here ?
Thanks
Rob
Rob Nugent
Development Manager Critical Path Southampton [EMAIL PROTECTED] http://www.cp.net Tel: +44 (0) 1489 585503 Fax: +44 (0) 1489 881363 |