Priyank.Jain2 Posted May 28, 2018 Posted May 28, 2018 In our application we are using setAlbedoTextureImage() for TerrainObject, but as soon as I change the render_textures_quality the applied texture got deleted and is replaced by the the default texture provided by setAlbedoTextureName() - which was done as a workaround long back See: https://developer.unigine.com/forum/topic/4443-setalbedotextureimagesetalbedotexturename-interplay/ Is that expected? Even reassigning texture after changing render_textures_quality is not helping.
silent Posted May 28, 2018 Posted May 28, 2018 Hi Priyank, ObjectTerrain is not supported couple of releases and it will be removed completely starting from 2.8 SDK update, so it may be incompatible with some of the features. Right now, I'm afraid, it's expected behavior. Textures quality internally switching mip map levels to control the overall texture resolution, so if your textures are not having mip maps they can be rendered incorrectly. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Priyank.Jain2 Posted May 30, 2018 Author Posted May 30, 2018 I understand that ObjectTerrain wont be supported from 2.8 and migrating terrain will be our next priority. But for now this is something we need to fix. Well yes our texture does not have mipmap and I also observed that if I switch between texture quality 2 & 1, and then reassign the texture is working. But if I set render quality 0 the terrain flashes for a moment and "TEX_COLOR_OLD" is set to initial texture "name" provided.
silent Posted May 30, 2018 Posted May 30, 2018 Please, try to prepare correct texture with mipmaps. If this doesn't help, I'm afraid the only solution will be to not set the lowest texture quality (0). Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Priyank.Jain2 Posted May 31, 2018 Author Posted May 31, 2018 Ok So got a workaround. Changing textures quality was reloading all resources so just added little delay before setting the texture again. The reason it was working when switching between 2 & 1 is some internal logic I missed. Its still not clear why the pre-setted texture name is used though.
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