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Avoid filtering low-res textures for animated meshes (incl. players) #6562

Merged
merged 1 commit into from
Oct 28, 2017
Merged

Avoid filtering low-res textures for animated meshes (incl. players) #6562

merged 1 commit into from
Oct 28, 2017

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lhofhansl
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@lhofhansl lhofhansl commented Oct 27, 2017

Addressed #6556
If there's a better way I'd like to know.

This simply does not filter textures for any animated meshes with a resolution of less then or equal to 64. (horizontally or vertically).

This could be configurable, but as long as player textures are fixed the hardcoding of the threshold seemed OK to me.

@lhofhansl
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lhofhansl commented Oct 27, 2017

This is what it looks like:
(also note that all animated meshed will behave this way, all mob textures that I tried have a higher resolution, so that seems to be OK)

screenshot_20171027_110744

Notice the player is sharp, while the rest of the scene is filtered.

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screenshot_20171027_125256

@paramat
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paramat commented Oct 28, 2017

Looks much better 👍

@nerzhul
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nerzhul commented Oct 28, 2017

Okay form e

@nerzhul nerzhul merged commit 610ea6f into minetest:master Oct 28, 2017
@lhofhansl
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Thanks for merging.

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So I wondered why the resolution of the texture was 64 (experimentally determined) and not 32 (as expected from the actual texture file).
So I looked around in the code and found this setting: texture_min_size, which defaults to 64.

We have a way to pre-scale low-res textures already. Indeed when I increase that the players look less blurry. At 256 the player looks OK.

But ... Note that when I set this to 512 the game would hang immediately, even at 256 the game would frequently hang for 30s or more. At 128 the players look acceptable, but still not great.

Not sure we want to change anything, but thought I'd mention that here.
@nerzhul @paramat

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paramat commented Nov 4, 2017

Best keep that setting unchanged then, and no need to revert this commit.

@sfan5 sfan5 mentioned this pull request Dec 5, 2017
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3 participants