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Texture Filtering is Point after 3d
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Topic: Texture Filtering is Point after 3d (Read 4105 times)
brentb
Jr. Member
Posts: 9
Texture Filtering is Point after 3d
«
on:
February 02, 2004, 06:56:13 PM »
Good job on the 3D work so far! I like how the elevation for the target dot is displayed, as well as having the rendered GPS track on the ground as well as wireframe.
After viewing 3D and switching back to 2D, it appears texture filtering is set to POINT instead of LINEAR or BILINEAR. The result is a pixellated ground.
Here is a GIF image to show it:
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GPS: Garmin etrex Legend, Vista HCx
LatLon: 30.45 W97.76
Alan
Global Moderator
Sr. Member
Posts: 165
Texture Filtering is Point after 3d
«
Reply #1 on:
February 02, 2004, 08:55:03 PM »
I've just realized that switching back to 2d mode doesn't free up all the video memory used by the 3d stuff. Â It's likely that the tilebuffer isn't fitting into video memory, so the stretch is pixellated because your video card doesn't get to do it (System->Video instead of Video->Video stretching).
Out of curiosity, how much RAM does your video card have?
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brentb
Jr. Member
Posts: 9
Texture Filtering is Point after 3d
«
Reply #2 on:
February 04, 2004, 08:39:03 PM »
My machine has the nforce2 chipset, with onboard Geforce4 MX video, so the buffer size is configurable (32, 64 or 128 MB) at boot.
You nailed it -- I had inadvertantly left it at 32MB, and when bumped to 64MB the return to 2D had filtering.
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GPS: Garmin etrex Legend, Vista HCx
LatLon: 30.45 W97.76
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Texture Filtering is Point after 3d