Hi!
I did a dds textures 512x512 with 5 mipmaps instead of 10(as JME expected). After loading a game i have a black textures.
Here is an example of my dds with 5 mimaps (dxt1c):
http://dl.dropbox.com/u/26887202/123/jme_blender/dds/base_01_bricks_01.dds
LOG:
INFO: Child (base3) attached to this node (Root Node)
19.03.2012 2:40:41 com.jme3.texture.plugins.DDSLoader loadHeader
WARNING: Got 5 mipmaps, expected 10
19.03.2012 2:40:41 com.jme3.texture.plugins.DDSLoader loadHeader
WARNING: Got 5 mipmaps, expected 10
19.03.2012 2:40:41 com.jme3.texture.plugins.DDSLoader loadHeader
WARNING: Got 5 mipmaps, expected 10
19.03.2012 2:40:41 com.jme3.texture.plugins.DDSLoader loadHeader
All “Left4Dead 2” and “HalfLife 2” textures are dxt1 with only 5 mipmaps. I tried to do the same with JME.
My screenshot:
Not to mention that you might get serious copyright problems if you ever release something with their textures.
I would start by recursivly getting trough all Nodes/ subnodes of the loaded model and set the Mipmapfilter to LinearNoMipmaps and see if that works then. If not its not a mipmap problem.
This is my texture. I just mentioned that these games use only 5 mimaps.
Ok, i’ll try to make you mentioned this evening.
You could also try to just use a mipmapper like “the compressonator” and regenerate the mipmaps so you have all levels.
I need only 5 mipmaps. That’s the point. It removes some kind of color bleeding on distance.
I use: DDS Utilities. Taken from here: http://developer.nvidia.com/legacy-texture-tools
@EmpirePhoenix , this happens because of mipmaps. I have textures 512x512 with 5 mipmaps.
My code:
[java]
// Set Diffuse Map
TextureKey tkDif = new TextureKey(texPath, true);
Texture diffuseTex = asset.loadTexture(tkDif);
material.setTexture(“DiffuseMap”, diffuseTex);
[/java]
Texture is black even if i generate mipmaps.
[java]
tkDif.setGenerateMips(true);
[/java]
Texture to test:
http://dl.dropbox.com/u/26887202/123/jme_blender/dds/base_01_bricks_01.dds
Try this one,
http://aurora42.de/docs/base_01_bricks_01_regenerated.DDS
I regenerated your mipmaps with the programm “The Compressonator” on all levels down to level 1x1.
If it works with that file its the mipmaps,.
yeah… this will work, because it has all(10) mipmaps.
And if i wat want to 64x64 level… less level will cause color bleeding.
What you might want to try is take one of the Valve texture and test it out. It wouldn’t surprise me if Source has an in-house mod to support DDS with 5 mipmaps. Not impossible.
This guy solved this problem somehow:
http://hub.jmonkeyengine.org/groups/graphics/forum/topic/limit-mipmap-levels/