I have an RTT texture with mipmaps on, which looks faded the more the camera zooms out.
This is how it's created:
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m_Texture = m_tmgr->createManual(m_TexName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D, w, h, 5, PF_A8R8G8B8, Ogre::TU_RENDERTARGET, NULL, false, 4);
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Mat->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
//Create the logo specific material using the texture file
TextureUnitState* ptus = Mat->getTechnique(0)->getPass(0)->createTextureUnitState(NewTexName);
if (ptus != NULL)
{
ptus->setTextureAddressingMode(Ogre::TextureUnitState::TextureAddressingMode::TAM_CLAMP);
ptus->setTextureFiltering(Ogre::FilterOptions::FO_ANISOTROPIC, Ogre::FilterOptions::FO_ANISOTROPIC, Ogre::FilterOptions::FO_LINEAR);
ptus->setTextureAnisotropy(16);
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ptus->setTextureMipmapBias(-1);
I have tried using MIP_UNLIMITED & | Ogre::TU_AUTOMIPMAP at texture creation but that doesn't help.
Anyone have an idea what's going on?
Possibly related to:
viewtopic.php?t=82118
I'm using oger 1.10 & GL3+ & win7&10
Thanks Shem