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Image antialiasing/filtering

Started by biraneto Feb 25, 2009 at 8:47 PM 2 replies 550+ views
Original Post
biraneto
biraneto
Hello once again :) I'm trying to have nice looking semi transparent textures, like the fence in the image. The problem is even with linear filtering enable it looks terrible. The left sample is from RFactor, my parameter for quality. The right sample is mine. The first one has an amazing result while mine looks terrible and noisy on the distance. Is there something I can enable to have the first image effect? Or should I do some shader for antialiasing the texture (if so any docs/articles for this)? I have already tried a lot of configurations with mipmaps, without them, and tried different levels of texture filters with no success. Any help will be appreciated... [Edited by - biraneto on February 26, 2009 1:43:52 PM]
zedz
zedz
you have alphatest
they have blending also perhaps alpha_to_covergae multisampling (though doesnt look like it in that screenshot)

btw set aniostropic filter to max as well
dpadam450
dpadam450
Your image didnt look much like it was mipmapping. You already tried GL_LINEAR_MIPMAP_LINEAR? (tri-linear filtering)?
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biraneto
biraneto
Thanks for your replies.

zedz, I'm already tried anisotropic filtering without achieving the same result (and I'm also blending, as the fence texture has alpha levels), but your comment gave me the idea of reducing the game texture filtering. Even with bilinear it still looks the same, so the secret for a smooth fence isn't only the filtering.

dpadam450, I'm sure mipmap is wotking as I played with gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_BASE_LEVEL, #) and gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAX_LEVEL, #). The trilinear filter also show improvement but not close to the quality of the screenshot... but again you gave me an idea... I tried to recreate the mipmaps but also with no quality improvement.
Anyone with more ideas about what is being done to achieve the quality of the screenshot would be welcome. I will post here later if I got any improvement with my filtering in the shaders.

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