Yeah, but thanks for doing it.
I must honestly say, the graphics om android now looks extremely better.
<cite>@ndebruyn said:</cite> Man nehon you are my HERO... The graphics on android looks amazing now. Your changed solved the problem. Thank you.
What did you do to solve the problem? I installed all the nightly builds and still have the same pixelated texture on a Nexus 7 device.
im going to up this instead of creating a new one, im having the same issue with my Zenfone 5.
Hello, I also encountered the terrain texture pixel problem has not been solved
Your code looks fine from here.
Hello, I’m using the TerrainQuad that JME brought
If you add three ticks at the end it will enclose the code in one window.
```
code
```
I don’t think that’s why I wrote the code wrong,
public void testTerrain(){
Material matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
matTerrain.setBoolean("useTriPlanarMapping", true);
matTerrain.setBoolean("WardIso", true);
matTerrain.setFloat("Shininess", 0);
matTerrain.setColor("Ambient",new ColorRGBA(1,1,1,1));
matTerrain.setColor("Diffuse",new ColorRGBA(1,1,1,1));
matTerrain.setColor("Specular",new ColorRGBA(0.1F,0.1F,0.1F,1));
matTerrain.setFloat("Shininess", 128);
matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Scenes/splat/alphamap.png"));
// GRASS texture
TextureKey key1 = new TextureKey("Scenes/splat/grass.jpg", false);
key1.setGenerateMips(true);
Texture grass = assetManager.loadTexture(key1);
grass.setWrap(Texture.WrapMode.Repeat);
grass.setMagFilter(Texture.MagFilter.Bilinear);
grass.setMinFilter(Texture.MinFilter.NearestLinearMipMap);
matTerrain.setTexture("DiffuseMap", grass);
matTerrain.setFloat("DiffuseMap_0_scale", 8);
// DIRT texture
TextureKey key2 = new TextureKey("Scenes/splat/dirt.jpg", false);
key1.setGenerateMips(true);
Texture dirt = assetManager.loadTexture(key2);
dirt.setWrap(Texture.WrapMode.Repeat);
dirt.setMagFilter(Texture.MagFilter.Bilinear);
dirt.setMinFilter(Texture.MinFilter.NearestLinearMipMap);
matTerrain.setTexture("DiffuseMap_1", dirt);
matTerrain.setFloat("DiffuseMap_1_scale", 16);
// ROCK texture
TextureKey key3 = new TextureKey("Scenes/splat/road.jpg", false);
key3.setGenerateMips(true);
Texture rock = assetManager.loadTexture(key3);
rock.setWrap(Texture.WrapMode.Repeat);
rock.setMagFilter(Texture.MagFilter.Bilinear);
rock.setMinFilter(Texture.MinFilter.NearestLinearMipMap);
matTerrain.setTexture("DiffuseMap_2", rock);
matTerrain.setFloat("DiffuseMap_2_scale", 16);
// HEIGHTMAP image (for the terrain heightmap)
Texture heightMapImage = assetManager.loadTexture("Scenes/splat/mountains512.png");
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.5f);
heightmap.load();
heightmap.smooth(0.9f, 1);
} catch (Exception e) {
e.printStackTrace();
}
// CREATE THE TERRAIN
TerrainQuad terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
TerrainLodControl control = new TerrainLodControl(terrain, gameMain.getCamera());
control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
terrain.addControl(control);
terrain.setMaterial(matTerrain);
terrain.setLocalTranslation(0,0, 0);
rootNode.attachChild(terrain);
}
Terrain texture maps appear pixels on android