高品质纹理
我对 OpenGL 完全陌生,所以有一个问题。 我需要在通过三角形渲染的表面上应用高质量纹理。但在缩放时,我继续看到三角形在皮肤下面,它并不光滑。我使用 OpenGL 内置的 minMapping。所以我想知道(看看其他产品)我是否需要实现自己的 mipMapping 算法或者我做错了什么?
这就是我想要的,多一点,少一点,就像质量一样:alt text http://www. freeimagehosting.net/uploads/abc871d274.jpg
好的,这是我得到的: 替代文本 http://www.freeimagehosting.net/uploads/83a52b1039.jpg
作为你可以看到三角形清晰可见。相反,即使在缩放之后,图像上也没有(我观看了视频)
I'm completely new in Open GL, so have a question.
I need to apply hi quality texturing on the surface rendered via triangles . But on zooming i continue see the triangle's under the skin, it's not smooth. I use OpenGL built-in minMapping. So I wonder (lookig at other products) do i need to implement my own mipMapping algorithm or I'm doing something wrong ?
This is what I want , more ore less, like a quality: alt text http://www.freeimagehosting.net/uploads/abc871d274.jpg
Ok, here what I got :
alt text http://www.freeimagehosting.net/uploads/83a52b1039.jpg
As yuo can see triangles are clear visible. Instead on the image befpre aren't, even after zooming (I watched a video)
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您可能做错了什么,内置的 mip 映射应该没问题。无论如何,您对看到三角形的描述听起来不像纹理问题,而听起来像是几何问题。您是否抱怨当您放大得很近时,您会看到由镶嵌引起的几何面?如果是这样,它与纹理无关,您需要更精细地细分几何体(更多、更小的三角形)。
You're probably doing something wrong, the built-in mip mapping should be fine. In any case your description of seeing the triangles doesn't sound like a texturing issue, it sounds like a geometry issue. Are you complaining that you see geometric facets caused by the tessellation when you zoom in really close? If so it has nothing to do with textures, you need to tessellate your geometry more finely (more, smaller triangles).
正如您所说,您有 8x8 纹理,这非常小,至少尝试使用 256x256 或 512x512 纹理。
As you said, you have 8x8 textures, that's terribly small, try at least with 256x256 or 512x512 textures.
正如其他人所说,这不是纹理问题,而是流苏问题。
最简单的解决方案可能是使用 法线贴图 (除非您想增加多边形数量) 。
否则,您可能必须进入更复杂的情况,例如使用细分曲面或类似的平滑方法。
As others said, that is not a texture problem is a tassellation problem.
The easiest solution would probably be to use normal mapping (unless you want to increase the polygon count).
Otherwise you may have to go into more complicated situations like using subdivision surfaces or similar approaches to smoothing.
我会提出另一种观点,并说这是一个阴影问题。好的版本是使用 Gouraud 着色之类的东西来平滑事物。这是 YouTube 上的一个视频,用于说明效果OpenGL GLSL Gouraud Shading,所以我的第一个猜测是你需要打开阴影。
I will throw in another opinion, and say that it is a shading problem. The good version is using something like Gouraud shading to smooth things out. Here is a video off of YouTube to illustrate the effect OpenGL GLSL Gouraud Shading so my first guess is that you need to turn on shading.
好吧,看来我找到了解决方案。
实际上是顶点平滑和立方体贴图创建了闪亮的反射图像。
OK, seems that I found a solution.
It's actually the vertex smoothing and cube mapping that creates shining reflective image.