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It looks to me like this guy uses pixel-perfect textures but still fades the mipmap levels into each other.ĮDIT: okay, I got it working with FilterMode.Trilinear and a custom atlas with a few pixels of padding around each block and a separate alpha channel. UNITY TEXTUREPACKER MINECRAFT MODPackTextures() will probably run into the same issue when it's atlas size grows if it doesn't optimize the UV coordinates somehowįor the original Minecraft there has been a mod to add mipmapping:.UV coordinates should be correct but suffer from floating point errors and might just loose those pixels that way.textures seem to loose pixels in the corners when they are near the player and there are a lot of textures in the atlas (like 16x16).with this fix it's possible to reduce the mipmapping artifacts.mipmapping artifacts (white borders around textures), not solvable by increasing the padding parameterįilterMode.Bilinear / FilterMode.Trilinear using my own texture atlas with mipmaps generated by Unity:.ugly transition between mipmap levels (apparently Unity isn't capable of fading the mipmap levels into each other with FilterMode.Point)įilterMode.Bilinear / FilterMode.Trilinear using PackTextures():.I'm encountering a number of issues with mipmapping though. Has anyone of you gotten mipmapping to work? Minecraft itself doesn't have any mipmapping, but everything in the distance looks grainy and unnatural that way. As a result, 2n+1 copies of the array will be created in the following loop. UNITY TEXTUREPACKER MINECRAFT CODEIn the following code example, each call to the Methods property creates a copy of the array. This, coupled with the fact that a user can easily assume it is an indexed property, leads to inefficient code. Usually it is necessary to return a copy of the internal array so that the user cannot change internal state. Properties that return arrays can be very misleading.
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