plz help me in my this problem
see pic…
Do you want to use some ansiotropic filtering, perhaps?
duenez said:
Do you want to use some ansiotropic filtering, perhaps?
thanx for reply
but i was design my full model (floor and wall) in 3d max and make it texture by seem max
so i just load my model with it texture by code ...
so u i still need help
what i got from what you said is:
"i got a problem, i made a model in 3ds and when i imported it to JME the texture(happy faces) that should be at the wall is on the floor, and the texture(mud bricks or whatever) that should be on the ground is in the wall"
am i correct?
Guedez said:
what i got from what you said is:
"i got a problem, i made a model in 3ds and when i imported it to JME the texture(happy faces) that should be at the wall is on the floor, and the texture(mud bricks or whatever) that should be on the ground is in the wall"
am i correct?
no friend XD maybe my english is bad to describe what i want
but i mean " far floor " dont look like good i feel that it shining and don't seem like real
u got it?
the texture in the far end of the floor looks really bad
Even if you imported some models from 3DS, you can still set up some nice effects, like smoothing and ansiotropic filtering. It seems to me that you are not using anything special in your app. You should try display.setMinSamples as well to improve your render quality.
duenez said:
Even if you imported some models from 3DS, you can still set up some nice effects, like smoothing and ansiotropic filtering. It seems to me that you are not using anything special in your app. You should try display.setMinSamples as well to improve your render quality.
thanx for help :)
There's no global way to set anisotropic filtering, look here at the 3DS loader:
private Texture createTexture(TextureChunk tc) {
// ...
t.setAnisotropicFilterPercent(0.0f);
// ...
}
The anisotropy is explicitly set to zero.. You must iterate through the loaded model's scene graph and manually set anisotropy for each texture.