i have massive bitmap flickering of text if i´m further away of a vertikal polygonplane…if i´m getting near it becomes quite good. any chance to get that solved?
the texture is about 2000x2000 px 8 bit RGB jpg. it has not only text but also a picture of a product on it. i just played a bit with the texture settings mipmap/filtering, but it did not get better.
big thanks for help
Most likely that’s z-fighting, to solve it you can reduce the Near/Far clipping planes of your active camera.
Select it and reduce the range between the min/max values:
thanks for your time and will.
that did not help as i see.
i should have a better bitmap filtering like in 3dsmax vray or mentalray rendering.this point, linear did not fix anything
you can have a look here if you want to
I can’t see anything in the launch tab?
you dont see the plane with the bitmap?
ok launch tab works now, sorry
if you only go back or forward you can see that
The issue here is that it’s a very large texture that is trying to render in a smaller physical pixel space so data/pixels are getting lost.
Using linear filtering helps but not by much. You would be better off using texture size that is closer to the size it would be rendered at.
not that easy, cause it is in a big hall and you see it from far and near but it would be be good if it would be readable also from far with better quality. possible to work with lod maps? or is an other material/shader better?
thanks for your help !
You may need different versions of the texture to be used at different distances? I’m actually surprised that the mipmaps aren’t helping here.
can i do something more than tick “mipmaps” in the texture?
I’ve been told there could be a ‘bias’ value that could be tweaked but I don’t think it is exposed in the engine
You might be better off using smaller texture by default and load a larger one when the user is close.
i ask our programmers if they can test a 3 lod switch between the different textures.
i you have a further good idea come back to me please.
good time! thanks for your time and help
I noticed the texture was not square and POT and modified it to be. Looks better now at a distance. Currently raising it with the team to see if there’s an issue with our engine here:
well thats great…!! i understand the square, but what is POT, how do i get it?
thanks for fixing that!
POT = Power Of Two is a number of the form 2^n, where n is integer (2, 4, 8, 16, 32, …).
I don’t think it has to be square as well, just POT dimensions (power of 2)
thanks,still found it…same as square, but you can fix that at import stage.
Dimensions like 256 x 512 should also work too