Well i have a model, with a material, however depending on if I write the dds file in the .material file, or the .jpg it looks different:
with jpg:
with dds
in the second when i move nearer with the camera it slowly gets more visible, kinda like when the cam farfrustrum i to low. However I only changed the extendsion from jpg to dds .
Here is the used model, if someone want to take a look at it:
http://www.speedshare.org/download.php?id=480A32C311
(the small download button on the bottom is the real one the other is jsut an add)
The jpg is actually generated out of the dds, so I think the dds is fine.
BTW: here you see the first screenshot of the result my textureatlas compiler for jme/ogre generates (both models are actually already remapped,they included two seperate textures in my model programm)
the NvidiaAtlasTexture tool
I dont know much about dds, but hasnt it got some kind of LOD worked in? So that you have different textures for different distances? I guess then some textures for certain distances are missing in the dds?
Just a guess…
Hm you are right, i found a command to disable mipmap generation wich solved the problem.
Texture atlas material system is nearly to alpha then.
I think there's something wrong with the mipmaps of the texture (maybe they are all black?), because when I disable them it works fine. What tool did you use to generate the DDS file?