deferred shading mipmapping problem

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
Post Reply
white_waluigi
Goblin
Posts: 253
Joined: Sat Sep 28, 2013 3:46 pm
x 10

deferred shading mipmapping problem

Post by white_waluigi »

I have a problem with high res Noamal mapping. I'm using the Deferred Shading code from the DS Sample for normalmapping aqnd standard Ogre Mipmapping. But the results are pretty ugly, you can see the transission between MMs pretty clear, without Normalmaps however, it looks fine:

http://oi60.tinypic.com/29vf70p.jpg

So is there a way to make the transistion a little bit smoother? Or does anyone have any Idea what causes this?
If I disable MipMapping, there is no transsission, but it looks pixely as hell.
jonim8or
Goblin
Posts: 287
Joined: Mon Dec 08, 2008 4:49 pm
x 10

Re: deferred shading mipmapping problem

Post by jonim8or »

in your material, what kind of filtering do you use for the normal map?
white_waluigi
Goblin
Posts: 253
Joined: Sat Sep 28, 2013 3:46 pm
x 10

Re: deferred shading mipmapping problem

Post by white_waluigi »

Thx for the Hint I changed texturefiltering to Anistropic, and now it looks fine.
Problem solved, it was on Biliniar and point mipmapping, which dont seem to work well with mipmaps.
Ogre::MaterialManager::getSingleton().setDefaultTextureFiltering( Ogre::TFO_ANISOTROPIC);
Post Reply