Hi, thanks for all the info.
Unfortunately, i've been through the tutorial you pointed to and my
filters are setup as you describe. From what i understand, i'm
probably not setting up format correctly, is that possible?
thanks
Alex
On 19-Oct-07, at 2:48 PM, Jocelyn Houle wrote:
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
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Mac-opengl mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/mac-opengl/houlejo%
40iro.umontreal.ca
This email sent to email@hidden