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I guess I don't understand texture filtering???
Topic Started: Dec 17 2012, 11:37 AM (149 Views)
h0tp0ck3t
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My game is to use pretty simple 3d and a pixel art aesthetic. The problem is right now I assume the filtering is making the textures blurry ingame even when the camera is right next to them. I read the info doc and it seems what I should be doing is setting the texture filter to nearest point so that the textures all look sharp and pixelly instead of blurry (since they are very low res). I tried messing around with the functions related to mip maps and the texture filter but I guess I am doing it wrong since it is staying consistently blurry, so I am resigning to ask. What exact functions should I use for this and when do I need to run them? I would guess I am to use SetFilter(1,1) in the room creation but obviously that did not work. Thanks!

Oh also, is there a way to make the window caption not "Basic Ultimate 3D application"? I tried window_set_caption but it just changes it back rapidly.
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zelda4evr
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The window caption is most likely being set in the room settings. But I'll let someone that has used game maker more recently answer the filter question.

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Despellanion
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Normally you use SetFiler and MipMapCount in the control object before you load your textures.
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h0tp0ck3t
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Thanks to both of you! I feel like an idiot for completely forgetting the room caption existed, and it appears I was doing the filter and mipmap settings correctly except that I set the texturestage to 1 instead of 0. Problem solved.
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zelda4evr
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Isn't the texture stage used for if you have more texture passes like bump mapping and such?

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Despellanion
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zelda4evr
Dec 17 2012, 08:19 PM
Isn't the texture stage used for if you have more texture passes like bump mapping and such?
You can use i to set the filter for on-screen textures drawn with DrawTex/Ex, too.
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