ShiVa3D
[Tutorial + STE] Sharp HUD Textures
[Tutorial + STE] Sharp HUD Textures
by makkar » 29 Apr 2012, 02:24
Dear Comrades,
I wrote a tutorial on how to make sharp HUD textures. The checkbox has been there for years, by the way.
http://www.archimmersion.com/posts/tutorials/shiva3d-tutorial-sharp-hud-textures/
Cheers,
Makkar
I wrote a tutorial on how to make sharp HUD textures. The checkbox has been there for years, by the way.
http://www.archimmersion.com/posts/tutorials/shiva3d-tutorial-sharp-hud-textures/
Cheers,
Makkar
Re: [Tutorial + STE] Sharp HUD Textures
by broozar » 29 Apr 2012, 08:38
wikified, facebooked and twittered, all the good stuff. thank you!
Re: [Tutorial + STE] Sharp HUD Textures
by makkar » 29 Apr 2012, 09:19
Thanks, Broozar!
You have really earned a badge beside your name here: ShiVa Product Evangelist.
Or is it official?
You have really earned a badge beside your name here: ShiVa Product Evangelist.
Or is it official?
Re: [Tutorial + STE] Sharp HUD Textures
by gamescorpion » 29 Apr 2012, 09:44
This is amazing!
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gamescorpion - Platinum Boarder

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Re: [Tutorial + STE] Sharp HUD Textures
by FF.Fan » 29 Apr 2012, 11:27
Thanks for sharing good tricks !
Indeed, this checkbox was here since ... the beginning ?! Never thought of using it that way though, well done
Indeed, this checkbox was here since ... the beginning ?! Never thought of using it that way though, well done
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FF.Fan - Gold Boarder

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Re: [Tutorial + STE] Sharp HUD Textures
by giggsy » 29 Apr 2012, 16:47
Nice tutorial, although I must ask: don't you achieve the same sharpness if you simply set the texture as uncompressed in the data explorer?
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giggsy - Platinum Boarder

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Re: [Tutorial + STE] Sharp HUD Textures
by michax » 29 Apr 2012, 18:21
Really interesting solution. I could see this nicely fiting into sharp 2d map generation.
Need to try and compare with standard texture without compression solution.
Thanks!
Need to try and compare with standard texture without compression solution.
Thanks!
Re: [Tutorial + STE] Sharp HUD Textures
by makkar » 29 Apr 2012, 18:36
giggsy wrote:Nice tutorial, although I must ask: don't you achieve the same sharpness if you simply set the texture as uncompressed in the data explorer?
The two techniques are completely different stages in the rendering process. They were the topic in this thread:
http://www.stonetrip.com/developer/forum/viewtopic.php?f=12&t=24696#p41460
Uncompressed textures are cleaner ( and not much sharper ) in the way that they are not affected by the compression algorithm. It is like what a 100% jpg image looks like compared to a 60% jpg image.
But it is worth a try e.g. with the black and white checker texture I provide in the STE.
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