In my game that uses Three.js, my textures look blurry when I go further away from them. Due to the nature of my 16-bit retro style, I must not have anything blurry.
Any idea what I could do to solve this? I create my textures like this:
var texture = new THREE.Texture( image,
new THREE.UVMapping(),
THREE.RepeatWrapping,
THREE.RepeatWrapping,
THREE.NearestFilter,
THREE.LinearMipMapLinearFilter );
If I select NearestFilter for both, the result looks rather ugly and too sharp:
I would give anisotropic filtering a shot, but "no" bluriness is not really possible.
Here's an example: http://mrdoob.github.com/three.js/examples/webgl_materials_texture_anisotropy.html
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