OpenGL 纹理图像模糊
我正在尝试创建一个代表海拔的 mipmap 纹理图像。图像必须为 940 x 618。我意识到我的纹理的宽度和高度必须为 2 的幂。到目前为止,我已尝试逐步完成正方形中的所有纹理(例如 64 x 64 或 128 x 128,甚至 512 x 512),但图像仍然模糊。知道如何更好地纹理这种尺寸的图像吗?
I am trying to create a mipmapped textured image that represents elevation. The image must be 940 x 618. I realize that my texture must have a width and height of a power of 2. As of now I have tried to incrementally go through doing all my texturing in squares (eg 64 x 64, or 128 x 128, even 512 x 512), but the image still comes out blurry. Any idea of how to better texture an image of this size?
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使用 1024x1024 纹理并将图像放入图像 940x618 的一部分中。然后使用值 940.0/1024.0 和 618.0/1024.0 作为最大纹理坐标,或缩放
TEXTURE_MATRIX
。这将为您的像素进行 1:1 映射。您可能还需要将模型移动半个像素以获得完美拟合,这取决于您的模型设置和视图。这是我为 Mac 制作的屏幕保护程序中使用的技术。 http://memention.com/void/ 它抓取屏幕内容并将其用作某些 3D 上的纹理效果,我真的想要像素完美契合。
Use a 1024x1024 texture and put your image in just a part of the image, 940x618. Then use the values 940.0/1024.0 and 618.0/1024.0 for the max texture coordinates, or scale the
TEXTURE_MATRIX
. This will make a 1:1 mapping for your pixels. You might also need to shift the model half a pixel to get a perfect fit, this depends on your model setup and view.This is the technic I used in this screensaver I made for the Mac. http://memention.com/void/ It grabs the screen contents and uses it as a texture on some 3D effects and I really wanted a pixel perfect fit.
据我所知,现代技术并不要求你使用 2 的幂作为你的维度。但请注意,如果此代码在较旧的计算机上运行,您将会遇到一些问题。你的机器有多少年了?
As far as I know, modern technologies do not require you to use a power of 2 for your dimensions. Just know however, that if this code is run an older machine, you'll have some problems. How old is your machine?
纹理可能未按 1:1 映射,并且您有 GL_LINEAR 或 GL_NEAREST 过滤。尝试更高分辨率的纹理、mipmap 和 1:1 屏幕映射。
The texture is probably not mapped 1:1, and you have GL_LINEAR or GL_NEAREST filtering. Try higher resolution texture, mipmapping, and 1:1 screen mapping.
使用 940x618 大小的纹理(如果这确实是其所应用的表面的大小)并将纹理的缩小/放大设置为使用 GL_LINEAR。这应该会给你你想要的结果。
Use a 940x618 sized texture (if this is truly the size of the surface it's applied to) and set the texture's minification/magnification to use GL_LINEAR. That should give you the results you're after.