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Banding Textures - Macromedia Director 3D

I apply textures to an object in Max using smooth, high-res targa images ([url]http://mheiniger.com/stuff/floordirector.jpg[/url]. Anybody know why this happens / how to fix it?...

  1. #1

    Default Banding Textures

    I apply textures to an object in Max using smooth, high-res targa images ([url]http://mheiniger.com/stuff/floordirector.jpg[/url]. Anybody know why this happens / how to fix it?
    XariusCain Guest

  2. #2

    Default Re: Banding Textures

    Yes,

    This is because your 24 or 32 bit texture is rendered in the default texture
    render format, i.e #RGBA5551, 32768 colors + 1 bit for transparency.

    Change the texture render format either using Lingo or the Chrome Lib.

    Cheers,
    Karl.

    [url]http://www.chromelib.com/[/url]


    Karl Sigiscar Guest

  3. #3

    Default Re: Banding Textures

    how?
    XariusCain Guest

  4. #4

    Default Re: Banding Textures

    member("3d").texture("TexPic").renderFormat = #rgba8880

    or put it into a repeat loop for all textures like this:

    on beginsprite me
    tcnt=member("3d").texture.count
    repeat with n = 1 to tcnt
    member("3d").texture[n].renderformat=#rgba8880
    end repeat
    end

    to know what kind of options you have with this parameter you should take a
    look into the help file and search for "textureRenderFormat". there is a list
    of all available formats.

    because not every graficcard supports all renderformats you can check with:
    put getRendererServices().getHardwareInfo()[#supportedTextureRenderFormats]
    if your card supports the renderformat, than it is in this list.


    hondo3000 Guest

  5. #5

    Default Re: Banding Textures


    There is a faster way to affect all textures:
    getRendererServices().textureRenderFormat = #rgba8880

    This sets the default texture render format to 24 bit. Therefore, it will
    even affect textures created afterwards. You may still set per texture
    render format though.

    Cheers,
    Karl.



    Karl Sigiscar Guest

  6. #6

    Default Re: Banding Textures

    that's a good tip, thanks!
    hondo3000 Guest

  7. #7

    Default Re: Banding Textures

    If it's not one thing, it's another...

    I've used the code to apply the renderer globally
    (getRendererServices().textureRenderFormat = #rgba8880
    ) and the textures are superb. The new problem, however, is that
    anti-aliasing doesn't seem to be supported by this renderer.

    For anti-aliasing, I'm using the code:

    on exitFrame me
    if sprite(1).antiAliasingSupported = TRUE then
    sprite(1).antiAliasingEnabled = TRUE
    end if
    end

    I've tried taking out the if statement and just setting antialiasing to true,
    and still no results.

    XariusCain Guest

  8. #8

    Default Re: Banding Textures

    First, set the renderer to Direct X or OpenGL. I'm not sure the software
    renderer supports this as it is already so slow. antiAliasingSupported is
    only useful to test if SOFTWARE anti-aliasing is supported.

    If you want to set HARDWARE anti-aliasing (only with the Direct X renderer),
    you do not need to test if it is supported as it will fail silently if it
    isn't:

    getRendererServices().hardwareAntialiasing = #fullScene

    Best regards,
    Karl.


    Karl Sigiscar Guest

  9. #9

    Default Re: Banding Textures

    I've set the preferred 3D renderer in property inspector. Where would I set
    the hardware anti-aliasing property? I've tried frame script, begin sprite,
    and prepare movie, all of which have no effect.

    XariusCain Guest

  10. #10

    Default Re: Banding Textures

    This is because on some cards, it simply does not work even it is endowed
    with FSAA, i.e full screen anti-aliasing... That's a fact.


    Karl Sigiscar Guest

  11. #11

    Default Re: Banding Textures

    I meant even IF



    Karl Sigiscar Guest

  12. #12

    Default Re: Banding Textures

    On some cards you can't set it from Director, even if it's supported by your
    card. For instance, I can go into my cards properties and turn on 4x AA, and
    it looks fantastic in Director. Fast too. But I cannot turn it on from
    within Director. Essentially, it's a useless feature.

    --
    Dave -
    [url]www.blurredistinction.com/director[/url]
    [url]www.macromedia.com/go/team[/url]


    Dave Mennenoh Guest

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