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Old 03-31-2007, 05:31 AM   #11
matt.b
Retired PR Developer

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there's a big problem with bf2s renderer & the staticmesh shader wrt mipping (angled surfaces blur too heavily), but the bundledmesh shader (used on players, kits, vehicles etc) looked ok when i did a comparison.

you could possibly generate a lower number of mips when you save the texture (3 for a small texture, 5 for a big one), that'll stop it blurring out so quickly & retain some optimization.
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Old 03-31-2007, 05:41 AM   #12
GeZe
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Quote:
Originally Posted by [R-DEV]matt.b
there's a big problem with bf2s renderer & the staticmesh shader wrt mipping (angled surfaces blur too heavily), but the bundledmesh shader (used on players, kits, vehicles etc) looked ok when i did a comparison.

you could possibly generate a lower number of mips when you save the texture (3 for a small texture, 5 for a big one), that'll stop it blurring out so quickly & retain some optimization.
okay, thanks, I'll do that


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