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Adding Mip-Maps to Grass Texture


ChicagoCubs720

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I just tried that and you know what? It cut about 90% of the shimmering! You might be on to something here. I tried it with 3 and at the default texture of 256x256. There was still some waves but nothing like the shimmering of before. I'll try with 4 and see what happens.

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I just tried that and you know what? It cut about 90% of the shimmering! You might be on to something here. I tried it with 3 and at the default texture of 256x256. There was still some waves but nothing like the shimmering of before. I'll try with 4 and see what happens.

that's great to hear! I came up with the idea when I was modding cyberfaces. I happened to look straight down at the ground during a replay and noticed there was no shimmering. I then slightly angled the camera up, and as I did that, I noticed progressively more shimmering.

If it looks good, please post a screenie :smile:

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Ok I tried going with 4 mipmaps at 256x256. That seemed to run fine but the game crashed when I tried to do 512x512 with 4 mipmaps so that clearly is too graphics intensive. Here are the results with 4 mipmaps and a 256x256 texture compared to the 0 mipmap default. All screens were taken using a Radeon 9600 XT with AA at 4x and AF at 8x

No mipmap

shim1.jpg

4x mipmap

noshim1.jpg

Again another perspective:

No mipmap

shim2.jpg

4x mipmap

noshim2.jpg

I did notice when I increased the mipmaps for all three field .fsh files the .big file increased by 3 MB even with QFS compression, so that is one thing to take into consideration. Overall though it looks like a promising solution to the shimmering grass.

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