Problem of edge of texture

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  1. #1

    Default Problem of edge of texture

    I found there is a little error on edges of texture.

    See my copy picture:
    [url]http://www.gzvr.com/test/Director_Stage.jpg[/url]

    It is a top corner of a cube model (it is inside the cube). Every face of the
    cube has texture on it. Look the middle of picture, you can see three looming
    lines (they are the three edges at the cube corner). Especially the top left
    one, very clear. But my texture pictures had been made carefully and they join
    each other very well. The looming lines should not appear. It seems because
    some pixels at the opposite edge was mapped there.

    At the same time, I found the lines did not appear when export (from 3DS Max).
    Image quality is very good in Export Preview window. Here is copy picture of
    Export Preview window:

    [url]http://www.gzvr.com/test/Export_preview_in_3DSMax.jpg[/url]

    Can I let the lines disappear in Director and let image quality as well as
    that when export? How to do?


    WrongAgain Guest

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  3. #2

    Default Re: Problem of edge of texture

    try to change the textures "nearfiltering", if you set it to false it should
    look the same as in the software-rendered viewport of the 3dsmax exporter.

    Try to add a border around the edged, so the texture has some pixels that are
    in the same color when blurred.




    hondo3000 Guest

  4. #3

    Default Re: Problem of edge of texture

    I do have tried nearFiltering. Here is my piece of code:

    member("scene").texture("Map #1").quality = #high
    member("scene").texture("Map #1").renderFormat = #rgba8880
    member("scene").texture("Map #1").nearFiltering = FALSE

    But the looming lines are still there. Things look like the exporter
    viewport except the lines.

    Help said when nearFiltering is true, bilinear filtering is used. I don't
    know when nearFiltering is false, it is no filtering used or trilinear
    filtering used? If no filtering is used, the lines should disapear in theory.
    But my result of code is puzzling.

    And I have thought about adding border, but that will depress the
    usability of my software.


    WrongAgain Guest

  5. #4

    Default Re: Problem of edge of texture

    i think the viewport of the exporter uses software rendering. because of this
    the "quality" of the textures is "#low" and "nearfiltering" is "false".

    you can test around on runtime very easy if you copy the following into a
    moviescript:

    on texquality (pworld, var)
    cnt=pworld.texture.count
    repeat with i=1 to cnt
    pworld.texture[i].quality=var
    end repeat
    end

    on texnearfiltering (pworld, var)
    cnt=pworld.texture.count
    repeat with i=1 to cnt
    pworld.texture[i].nearfiltering=var
    end repeat
    end

    then, when the movie is running you can switch on runtime by typing this into
    the messagewindow:

    texquality(member("world"), #low)
    or
    texquality(member("world"), #middle)
    or
    texquality(member("world"), #hign)

    and this to turn the nearfiltering off or on:
    texnearfiltering(member("world"), 0)
    or
    texnearfiltering(member("world"), 1)

    If this is not working, i have no idea how to do it.





    hondo3000 Guest

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