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  Artifacts on textures  (Read 672 times)
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Offline byteblock

Senior Newbie




Hmm... pic... broken...


« Posted 2004-06-06 23:21:49 »

Occasionally, when I import my ASE model (created with 3DS Max) and load it in, I'll get these artifacts on textures (the mipmaps?) when looking at the geometry from an angle.

For instance, look at the light blue things on the brick wall texture:



On this shot I moved the view up a little bit and you can see the same wall looks okay, but on the other side is the same effect:



Right now any time I run my program I'll get something like this. But, the model was working fine just a while ago before I made a few trivial changes to it. Sometimes the "artifacts" will be blue, yellow, black, whatever color. I've experienced this occasionally in the past, but somehow it has fixed itself. Unfortunately, I haven't figured out wtf is causing it, yet. Anyone else ever see this? I'm on WinXP, geforce4 ti4200 btw.

EDIT1: It's gotta have SOMETHING to do with the model because I just loaded in a slightly older version that looked fine.

EDIT2: Ok.. I just took out the textured quads I had added and now it looks fine. I still wonder why they would affect the other ones...

EDIT3: Problem solved. I just created some new planes and dragged the old material and Unwrap UVW modifiers to them and now it works fine. I guess when I had originally created the other quads, I had cloned something else I had. Perhaps trying to add a new material or mapping coords to the cloned quad screwed with something. Whatever  Smiley
Offline Yuri Vl. Gushchin

Senior Member




Speak Java!


« Reply #1 - Posted 2004-06-13 09:22:20 »

Hi,

The effect described you typically get because of mip-mapping.

Take a look at Xith3DTextureFiltersTest and you will recognize the difference.

Also the way you generate mipmap images may affect how textures look (I always use bilinear/bicubic interpolation and often do mipmaps offline).

Yuri

Yuri Vl. Gushchin
JProof Group
Offline byteblock

Senior Newbie




Hmm... pic... broken...


« Reply #2 - Posted 2004-06-13 20:57:30 »

I will have a look at it, thanks.

I was just letting the ASE loader load in the model/textures using whatever default way it generates everything.
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