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3.1 doesn't convert textures correctly


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I'm not sure what I'm looking for here, but the sample textures are using mipmapping...this will cause the converter to resize the image to the closest power-of-two dimensions, which will cause the results to look different. When I disabled mipmapping the converted image looks identical to the original.

post-1-0-69479700-1397496155_thumb.png

My job is to make tools you love, with the features you want, and performance you can't live without.

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If you open the shader "Shaders/Drawing/drawimage.shader" and replace the vertex source with this, you may see a small improvement in image quality:

#version 400

uniform mat4 projectionmatrix;
uniform mat4 drawmatrix;
uniform vec2 offset;
uniform vec2 position[4];
uniform vec2 texcoords[4];
// ADD THIS: --------------------------------
uniform vec2 buffersize;
//--------------------------------------------------

in vec3 vertex_position;
in vec2 vertex_texcoords0;

out vec2 vTexCoords0;

void main(void)
{
gl_Position = projectionmatrix * (drawmatrix * vec4(position[gl_VertexID]+offset, 0.0, 1.0));

// AND THIS ------------------------
gl_Position += vec4(0.5/buffersize.x,0.5/buffersize.y,0.0,0.0);
//-----------------------------------------

vTexCoords0 = texcoords[gl_VertexID];
}

My job is to make tools you love, with the features you want, and performance you can't live without.

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I think it's safe for me to go ahead and include this since it is a tiny change most people won't notice.

 

  • Upvote 7

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 4 weeks later...
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