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InsideQC Forums • View topic - Ned help: buggy textures positioning or textures offsets?

Ned help: buggy textures positioning or textures offsets?

Discuss programming topics that involve the OpenGL API.

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Postby Sajt » Mon Nov 08, 2010 12:05 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby WhiteMagicRaven » Tue Nov 09, 2010 10:14 am

GL_CLAMP changed to GL_CLAMP_TO_EDGE this doesnot help.

All scraps commented. It makes GL work a little fast, and some pixels looks like in original image. But it not help too (.

Did you know quake/hexen2 engines where this bug fixed?

Yes, i am new to OpenGL =). Thank you very mach, now i have blending, alpha test completely removed. And after that, EDGE lines (one pixel of padding? ) become less visible, but not fully it fix problem, lines Thinned.

I am sorry about your traffic, i am know jpeg, but i am not used it in this case because jpeg can loss these buggy lines. (My bad i should first try)

EDGE lines (one pixel of padding ) presented not only in 2d HUD's etc.
but in 3d world itself, some textures have bad alligment, this is not happen when i use software mode, or i open this image/texture in viewer or in photoshop.

I am post later new screens in jpeg of course :)
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Postby mh » Tue Nov 09, 2010 11:17 am

Texture sizes need to be a power of 2 (2, 4, 8, 16, 32, 64, 128, etc) and the engine will resample them if not. Look at FitzQuake for a way around this; it pads HUD textures out to a power of 2 size so that the quality doesn't degrade.
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Postby WhiteMagicRaven » Tue Nov 09, 2010 11:59 am

Ok, thanks. I am look on it.
I forgot to say.
I am already added GL_TEXTURE_NON_POWER_OF_TWO support, maybe i am makes some mistakes? I upload source code and my hexen2.exe compiled file.

Even GL_NPOT doesnot help to remove (bad padding of textures, positions, offsets?), this makes textures looks like original (no resize operations, and way less pixilated), and decrease memory usage.
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Postby Spike » Tue Nov 09, 2010 12:19 pm

npot obsoletes what mh suggested, yes. At least for cards that properly support npot.
clamp-to-edge will not work correctly on scrap images, as the edge isn't where it ought to be.
gl_texturemode gl_nearest? ehe
Failing that, you can adjust your texture coords in by half a texel, depending on resolution.
.
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Postby mh » Tue Nov 09, 2010 3:51 pm

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Postby Sajt » Tue Nov 09, 2010 7:18 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby WhiteMagicRaven » Tue Nov 09, 2010 7:57 pm

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Postby WhiteMagicRaven » Tue Nov 09, 2010 9:57 pm

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Postby WhiteMagicRaven » Wed Nov 10, 2010 11:33 pm

Last edited by WhiteMagicRaven on Thu Nov 11, 2010 8:39 am, edited 2 times in total.
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Postby leileilol » Wed Nov 10, 2010 11:39 pm

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Postby mankrip » Thu Nov 11, 2010 12:01 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby leileilol » Thu Nov 11, 2010 12:08 am

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Postby WhiteMagicRaven » Thu Nov 11, 2010 8:35 am

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