Skip to main content
gamedev.net
🔒 Locked

Blurring textures

Started by AN_D_K Aug 10, 2003 at 4:26 AM 2 replies 550+ views
Original Post
AN_D_K
AN_D_K
Is there any way to blur textures in DirectX?I have a skybox running (the DirextX example one) but it''s looking very pixellated. I''ve seen it done in other peoples examples so is there some method I can use?
Pipo DeClown
Pipo DeClown
I guess you want Lineair Filtering or Anistrophic(expensive)

SetSamplerState( ..max.., ..lineair.. );
SetSamplerState( ..min.., ..lineair.. );

.lick
AN_D_K
AN_D_K
Cheers for that. Knowing that I found a few things on the SDK help files about it so I should be able to do it now.
RapidStunna
RapidStunna
The problem with using linear texture blending on skyboxes is that the pixels at the end of your texture become dark. This is because it's trying to blend with pixels outside the texture, which by default must then be 0. So in result, when you use a skybox with linear textures you see darker areas around the edjes.

To fix this, You should extend your quads in all directions for each side so that the user doesn't see the bordering. You can also enlarge your texture and copy the outlining pixels to create a border of them.

Edit: It's possible you won't have this problem. This was just with my experiences...

---
Brent Gunning | My Site

[edited by - RapidStunna on August 10, 2003 11:25:50 AM]

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.