7th October 2004, 08:37 PM | #1 |
Junior Member
Junior member
Join Date: Oct 2004
Posts: 3
|
Fuzzy textures
Hi everyone,
I have searched the forums (feel guilty simply registering for one question!!), and can't find an answer anywhere. When using the TCE, I'm zooming in on the texture to position my vertices quite specific. On my texture are several 'boxes' for different controls and I've seperated these boxes with a single-pixel black line so I don't overlap any faces. However, when I zoom into the texture to gain some almost-pixel precision, the black line tends to feather into the rest of the texture resulting in ugly gradients and an inability to get some pixel-precision vertex placement. Is there anyway to avoid this feathering/blurring of the texture when I zoom in? TIA |
8th October 2004, 12:12 AM | #2 |
Senior Member
Professional user
Join Date: Nov 2003
Location: Eugene OR, USA
Posts: 212
|
im pretty sure its not possible.
see the feathering is what your hardware does to make the textures look nice. if it didnt youd get nasty looking textures like in doom, or desent. so there rly is no true pixel percision texturing. basicly, you dont rly want to, unless your just want a solid color for polygons. |
8th October 2004, 03:22 AM | #3 |
Member
Expert member
Join Date: Mar 2004
Location: Germany
Posts: 75
|
Check your OpenGL settings. Some cards allow overwriting the render modes for texture interpolation. But when you give the model away, it will always look the way you see it now. So try to model it, so it looks still good. Always have 3 pixels of unique color at the edge of 2 texture images. MEans: If aou have the cooler and the windscreen of a car in one texture, make sure there's enough "neutral" space between them, so your windscreen does not get cooler pixels at the border...
__________________
www.GLBasic.com |
|
|