Ogre Renderer Texture Filtering Issue
Posted: Sat Sep 27, 2008 21:48
Hi Everyone,
It looks like bilinear filtering is turned on for non-autoscaled imagesets in the ogre renderer. I'd like to switch to nearest neighbor filtering mode so I can position my images in an atlas and have them pixel perfect.
I'm not sure how the Taharez skin is supposed to look, but it also looks like the bottom and right edge of the window frames aren't showing up in the ogre cegui demos. Since this edge is only a pixel wide, I'm also curious if the half-pixel correction maybe isn't being applied.
I'm fairly certain this is probably not a cegui issue, but I just wanted to verify because the ogre folks and sent me here.
My ogre post is here:
http://www.ogre3d.org/phpBB2/viewtopic. ... 222#307222
Here's my first post there:
If I have to, I can ensure there's a border surrounding the images in my atlas, but I'd much rather flip a switch if I can.
Any insights or suggestions would be appreciated. Thx.
-Greg
It looks like bilinear filtering is turned on for non-autoscaled imagesets in the ogre renderer. I'd like to switch to nearest neighbor filtering mode so I can position my images in an atlas and have them pixel perfect.
I'm not sure how the Taharez skin is supposed to look, but it also looks like the bottom and right edge of the window frames aren't showing up in the ogre cegui demos. Since this edge is only a pixel wide, I'm also curious if the half-pixel correction maybe isn't being applied.
I'm fairly certain this is probably not a cegui issue, but I just wanted to verify because the ogre folks and sent me here.
My ogre post is here:
http://www.ogre3d.org/phpBB2/viewtopic. ... 222#307222
Here's my first post there:
Hi Everyone,
I think I may have found an issue with the cegui renderer. I suspect that the widgets are being rendered with bilinear texture filtering instead of nearest or none. This is keeping my widgets from rendering pixel perfect.
The reason I think this, is because I wrote a python-fu scripts to yank the images out of an imageset and compile them into a more compact texture atlas. After I did this, I noticed that the edges of things had some other color bleeding into it.
To confirm this was what was going on, I edited the pixels surrounding the 1x1 "Generic Brush" image in TaharezLook.tga; making them black. The generic brush image is what's used for the frame window backgrounds for the Taharez skin. After doing this, I ran the cegui demos and sure enough the corners were black.
Is there an easy fix for this? Or is this expected? I tried cycling through all the materials in the material manager, hoping to catch the one being used for cegui, but didn't have any luck. I also made sure the autoscale was off in the imageset.
-Greg
If I have to, I can ensure there's a border surrounding the images in my atlas, but I'd much rather flip a switch if I can.
Any insights or suggestions would be appreciated. Thx.
-Greg