Can you improve or change the rendering of textures?


I got this zombie. His texture is taken from minecraft so its about 10x20 pixels in size :stuck_out_tongue:

Problem is, he gets really blurry.

Can I shut off the method that combines nearby pixels and make it take clearer?

As I see it, a pixel on the zombie is decided not from one pixel on the image, but taken

as a combination of nearby pixels using some formula.

I could improve preformance and get better result if I managed to shut it off.

But problem is: I have no idea what or where that rendering is taking place :confused:

Is increasing the resolution/quality (size) of the texture an option? Also, you could try scaling it to repeat to provide more detail, assuming it’s a “material” like texture that can be repeated. I’d think these options would be a lot easier.

If there’s blending going on and you shut that off (if you even can), it’ll just end up pixelated (not any better).

You can use Texture.setMin/MagFilter( Nearest)

Im trying to do:

Material m = MaterialManager.Texture(“Zombie.png”);

Texture a = ImageLoader.Load(“Zombie.png”);

m.setTextureParam(“MagFilter”, Texture.MagFilter.Nearest, a );

Im not too familiar to the setParam system so Im not really sure how to set it…

Use the appropriate method on texture (in this case “a”)


Awsome! It works like a charm :smiley:

Heres how to do it if someone wants to know.

Gives a transparent accepting material if you just replace textureName with your image name:


Material mat = new Material(MainClass.getAsset(),"Common/MatDefs/Light/Lighting.j3md");



Texture img = MainClass.getAsset().loadTexture(new TextureKey(textureName, false));




mat.setTexture("DiffuseMap", img);

mat.setBoolean("m_UseMaterialColors", true);

mat.setColor("m_Ambient", ColorRGBA.White);

mat.setColor("m_Diffuse", ColorRGBA.White);

mat.setColor("m_Specular", ColorRGBA.White);

mat.setFloat("m_Shininess", 1);