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Wierd texture stuff


#1


how to get rid of that wierd pattern thing happening in the background, i am scaling texture on shader

does anisotropic filtering help? if it does, do i have to incorporate it into shader?


#2

looks like Moiré effect due to bad or none existing mipmaps. try creating DDS textures with mipmaps (Nvidia Photoshop Plugin, ATI Compressionator or DDS Converter)

dds-converter


#3

can i produce dds from renderer? textures are actually made in another renderer and slightly animated


#4

ok i found mipmap setting, after setting it to “all” its much better


#5

If you use DX9, then DX9Texture (EX9.Texture) has a mipmap inlet. Is it of any use?

Ah, late. Sorry.


#6

you incorporate anisotropic filtering by changing interpolation method in the samplerstate inside the shader. in dx11 you can have samplerstates as a pin and change sampling settings from the sampler node