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Windows / Re: Blurry textures?
« on: August 08, 2010, 10:40:09 pm »
Hm.
I do assume these commands have to go into the config.cfg.
In any case, trilinear is possibly a little crisper but it's hard to say for certain as you do not allow saving during tactical and I don't know how to implement the change immediately. So no head-to-head comparison is possible.
Changing r_texture_lod to "0" does make things a lot crisper as it effectively disables mipmapping. That's not a happy place, thought, silent storm for example wasted piles of resources by not implementing LOD which they masked by gluing camera near ground.
So for more crispy experience I suppose GL_NEAREST_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_LINEAR would give best result if you tweak the level of detail to use sharp textures much farther away than happens now (you can see how small the sharp area is from the ground)
Ed: I figured how to restart renderer (vid_restart) but that resets back to main menu and starting next mission tends to make UFO:AI hang on you.
I do assume these commands have to go into the config.cfg.
In any case, trilinear is possibly a little crisper but it's hard to say for certain as you do not allow saving during tactical and I don't know how to implement the change immediately. So no head-to-head comparison is possible.
Changing r_texture_lod to "0" does make things a lot crisper as it effectively disables mipmapping. That's not a happy place, thought, silent storm for example wasted piles of resources by not implementing LOD which they masked by gluing camera near ground.
So for more crispy experience I suppose GL_NEAREST_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_LINEAR would give best result if you tweak the level of detail to use sharp textures much farther away than happens now (you can see how small the sharp area is from the ground)
Ed: I figured how to restart renderer (vid_restart) but that resets back to main menu and starting next mission tends to make UFO:AI hang on you.