Hi guys, I've a problem... well, I really don't know if this is a really problem...
and I don't even know how to explain the problem... for this I give you a link:
http://imageshack.us/photo/my-images/820/immaginehon.png/
how can I remove that lines like wireframe?
In the place near to camera that lines disappear... but when the camera is far... here they are.
Anyone can help me?
Looks like a mip-mapping artifact. Which graphics hardware are you using?
I've a ATI Mobility Radeon HD 4300 Series and I don't have any problem like that! XD
...well, obviously you have. Try to disable mip-mapping for the texture if see if the problem goes away.
I Meant that with this hardware, I never had problems like this with other projects. :D
Anyway, I tried "Config.glMipmap = false;", "Config.mipmap = false;" and "texture.setMipmap(false);" but the problem persists. :'(
link: http://imageshack.us/photo/my-images/341/immagineuyt.png/
But the screenshot cleary shows that it happens when the first mip-map level kicks in. You can see this in the filtering of the textures and the banding. Have you tried to use textures with a higher resolution? These looks pretty small. Also try to enable clamping on the textures.
If I understand, jpct comes by lwjgl library and it don't have any problem to use textures with a lower resolution. :-[
Do you meant enableGLClamping() ?
With it I get a problem on textures:
http://imageshack.us/photo/my-images/210/immaginezlf.png/
I have no control about what the driver or the hardware thinks about how to apply the mip-maps. Just try higher res textures and see what happens. What resolution have your current ones?
I tried an hight resolution texture, but I had the same result... :-[
http://imageshack.us/f/338/immaginelow.png/
How are your textures organized? Individual textures or all merged in one?
All merged in one.
Well...then it's no wonder that you get these artifacts. The bilinear filter has no idea that it has to stop at the column/row where the (sub-)texture ends and blends it with the next texture's pixels. You could either separate the textures (that's what i would do), try to use smaller uv-coordinates (so that the filter doesn't bleed into another texture) or disable filtering and get this blocky Minecraft-look.
I had excluded this eventuality because i had just addressed this problem:
I had create a variable that had subtracted this error but...
you're right it's this is the error...
Now I want to paste one little part of program:
private static float[] texCoordsByIDs(int id) {
return new float[]
{
id*offset+ccorr, (id/16)*offset+ccorr, (id+1)*offset-ccorr, (id/16)*offset+ccorr,
(id+1)*offset-ccorr, ((id/16)+1)*offset-ccorr, id*offset+ccorr, ((id/16)+1)*offset-ccorr
};
}
'ccorr' this restrict the area of texture to correct that problem;
here a graphic example:
(I exaggerated the value to show what the correction do)
http://imageshack.us/photo/my-images/88/immagineoua.png/
EgonOlsen, thanks for the patience that you showed me. :D