Thanks, this seems to mostly fix my issue. The texture filtering should have
already been set for the model, but it looks like along the way, things that
were supposed to be NEAREST_MIPMAP_LINEAR were getting set to LINEAR.
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Hi David,
There shouldn't be any need to call allocateMipmapLevels() as for most
usage cases the OSG will do what is required, all you need to do is
set up the Texture::setMagFilter(osg::Texture::MIN_FILTER,
NEAREST_MIPMAP_LINEAR). Calling allocateMipmalLevels() doesn't for a
texture to use
I having an issue with rendering models with mip maps, when I render my scene I
get some strange aliasing on text in the texture.
I am mostly using DDS files, some texture have mip maps, some do not. If they
do not have a mip map defined I am setting:
texture->allocateMipmapLevels();
So to
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