Texture atlas and tiling UV's (help fixing Artifacts)

Evak

02-06-2008 22:14:25

Hi, I have been trying to make all the tile wall pieces in my game share the same material and static geometry.

I've mostly succeeded, instead of tiling single tiling textures, I've tweaked the UV's to tile the textures on one shared texture atlas. The problem I'm having is that the filtering/blending at the seams shows through in the distance. You can see in the screenshot, where there is dirt colored grid in the far distance highilghten in green.



I was wondering if there are any tricks to overcome this problem. I've tried pulling the UV's in extra pixels but even 4 pixels (which does help somewhat) doesn't get rid of the problem.

Lioric

03-06-2008 03:28:48

This is a common issue when using texture atlas, you might want to test some padding in the textures (pad only the last border pixels, a few pixels)

Or you might want to manually create the mipmaps (and add the border padding to the mipmaps), use the NVidia DDS texture tools to manually create your mipmaps (and review the NVidia Texture Atlas tool for some hints on atlas texture generation)

Evak

03-06-2008 18:44:10

Hey thanks lioric. I didn't realise I could edit the seperate mipmap levels in photoshop. Your explanation made the whole thing obvious.

Any chance of having mip map bias added to the Ofusion texture unit dialogue at some point? Seems to be the only setting not currently avaliable.

http://www.ogre3d.org/docs/manual/manual_17.html#SEC76

Would allow me to adjust the distance that different mipmaps get shown so I can adjust the distance of the levels.

Lioric

04-06-2008 22:33:27

The mipmap bias factor is currently supported, but it is not displayed in the material editor, as when the feature was added there was some hardware issues with video drivers, but that seems to be resolved now

It will be enabled in a hotfix asap

assaf raman

22-11-2010 12:50:28

This thread talks about a solution to the bleeding issue when using a texture atlas: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61602