Try setting your texture's minification and magnification filters to
linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
Also, know that the minification filter can also support mipmapping
(such as GL_LINEAR_MIPMAP_LINEAR), but I'll let you Google on that
one.
You might also want to read some tutorials on OpenGL texturing, such
as the following:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=07
(other tutorials on the site's main page)
Hope it helps!
P.S. Although what you are seeing is actually called an aliasing
artifact, computer graphics lingo usually doesn't refer to "texture
antialiasing", but rather to "texture filtering". Antialiasing is
more commonly referred to when talking about geometry boundaries,
where you have supersampling and mulitsampling as typical solutions.
On 2007-10-19, at 14:29 , Alexander Cohen wrote:
Hi,
I'm pretty new to openGL but i've been reading up a lot on it and
trying a lot of stuff out. I can't get texture antialising to work,
as soon as a texture i have on screen is moved so that its not
facing the screen directly, the edges become very pixelized. Any
ideas what i might be doing wrong?
thanks
Alex
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