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outlines on textures in direct3d/opengl

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Sinistral
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outlines on textures in direct3d/opengl

Post by Sinistral »

But not in sofware rendering.

In my map, i use 4 textures next to each other to make up a masked image of the earth for use in my skybox.

They look great in the editor when running software rendering mode, but in direct3d or open gl a black outline is shown. I've trtied overlapping the textures to get rid of this with no luck, also tried setting all the earth texture to unlit, then to "bright corners" and put in a light source. texture is also "masked" .

Here is a picture of this effect:

Any ideas?

[img]http://www.smstributes.co.uk/sinistral/temp/OPENGLVSSW.jpg[/img]
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: outlines on textures in direct3d/opengl

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I noticed that as well, thought it's just me though...
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スマイル・ドラゴン
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Re: outlines on textures in direct3d/opengl

Post by スマイル・ドラゴン »

The bilinear\trilinear methods in Unreal are slightly broken and overexaggerated. When it comes to making "common" 5-Side skyboxes, as in a 5-sided cube with a panned texture. You'll get line artifacts on the edges due to how stupid Unreal filters textures.

There's not a real graceful way to handle this other than to set the surface to bNoSmooth or cut out the lines, add in more polys in their place and set them to bNoSmooth.
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Pravin

Re: outlines on textures in direct3d/opengl

Post by Pravin »

The problem is the bilinear filtering. The exact problem is that the filter is applied to a square region on the texture, averaging out several pixels to get one pixel color, but in the case of border pixels, it seems that Sweeney made it simply average over (black) and some other pixels, which creates the black dropoff effect. What he should have done was bilinear average over pixels wrapping around horizontally and vertically instead of letting it drop off, or at least for border pixels not do any filtering at all instead of just choosing black...
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: outlines on textures in direct3d/opengl

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Yeah I understand now... Looks pretty easy to correct.
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creavion
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Re: outlines on textures in direct3d/opengl

Post by creavion »

The bilinear\trilinear methods in Unreal are slightly broken and overexaggerated. When it comes to making "common" 5-Side skyboxes, as in a 5-sided cube with a panned texture. You'll get line artifacts on the edges due to how stupid Unreal filters textures.

There's not a real graceful way to handle this other than to set the surface to bNoSmooth or cut out the lines, add in more polys in their place and set them to bNoSmooth.
Interesting, I have those issues mostly with my own imported textures and always thought I made something wrong. (imported my textures always as bmp, instead of pcx).
Well, nosmooth is very good for skyboxes.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: outlines on textures in direct3d/opengl

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

imported my textures always as bmp, instead of pcx
It doesn't matter as long as they are 8-bit or S3TC, and not some weird format.
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.:..:
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Re: outlines on textures in direct3d/opengl

Post by .:..: »

Simply pan the surfaces 1 pixel towards centre and problem solved (also slightly scale it up by a little to avoid earth corners to appear on the other side).
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DieHard SCWS
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Re: outlines on textures in direct3d/opengl

Post by DieHard SCWS »

It doesn't matter as long as they are 8-bit or S3TC, and not some weird format.

Actually it does matter alot, theres only oné 8 bit pallet that can be used out of maybe 50 versions. And anyone that has Photoshop or The GIMP is limited to BMP only, since neither program is capable to save them correctly as PCX or whatever other format you try.






As for the lines, Pcube covers the problem alright, though needs to be said, i have had it happen, but its rare. And most case it doesnt show because the oposite sides have similar coloring. Effectivelly it only occurs on textures that are not tilable, and have a noticable different color where they connect(in this case blue to black).


But in this case we are talking about the Earth textures, and Epic choose to create those misalinged by default for whatever reason ? ? ?. Which means if you simply, bluntly add them, they WILL give those lines by default. And the only reason to get rid of it, is to correct the misalignment by panning them.


But of course you cannot pan if its half a pixel off. To solve that is to make the surface 4 times bigger(which means double the sides) so you can pan the(now) 1 pixel. And to make this work you need to place the surface furter away so it still keeps being the same overall size.
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HeadShot
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Re: outlines on textures in direct3d/opengl

Post by HeadShot »

I do like dots said, increase scale to something like 1.0001, and then pan each side by 1. ( I can see the black lines barely in UED. )
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: outlines on textures in direct3d/opengl

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

It doesn't matter as long as they are 8-bit or S3TC, and not some weird format.

Actually it does matter alot, theres only oné 8 bit pallet that can be used out of maybe 50 versions. And anyone that has Photoshop or The GIMP is limited to BMP only, since neither program is capable to save them correctly as PCX or whatever other format you try.
Oh well I just set palette mode in PS, save and it works.
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Shivaxi
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Re: outlines on textures in direct3d/opengl

Post by Shivaxi »

i think i fixed this by setting bSmoothMaskedTextures to False or something....or maybe it was OneXBlending.....can't remember....but I know i fixed it with some setting in the renderer settings in advanced options.
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