Tip: hi-rez textures + texture filtering in 0.4.13

gtest
New member
 
Posts: 5
Joined: Sun May 17, 2015 22:24

Tip: hi-rez textures + texture filtering in 0.4.13

by gtest » Thu Oct 15, 2015 09:24

If you are using a hi-rez texture pack, but your favourite server uses some textures not supported by the pack, then you may see lo-rez textures alongside your nice hi-rez ones. In MT 0.4.13 this can be fixed by setting the "texture_min_size" parameter in your minetest.conf file.

If you set texture_min_size=16 (default value is 64) then all textures 16px and above will have filters applied. The bi- or trilinear filter _must_ be enabled in your settings for this to work. The result of this is that the lo-rez textures are upscaled and blurred, and will now look much better next to the hi-rez ones.

Note: earlier versions of MT, (0.4.12 in my experience anyway) did this automatically.
 

User avatar
Ferk
Member
 
Posts: 330
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: Tip: hi-rez textures + texture filtering in 0.4.13

by Ferk » Thu Oct 15, 2015 10:30

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
#    can be blurred, so automatically upscale them with nearest-neighbor
#    interpolation to preserve crisp pixels.  This sets the minimum texture size
#    for the upscaled textures; higher values look sharper, but require more
#    memory.  Powers of 2 are recommended.  Setting this higher than 1 may not
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
#    enabled.
#texture_min_size = 64


So any texture smaller than the texture_min_size will be scaled using nearest-neightbor (which makes it more pixelly and accurate to the original), and anything bigger than texture_min_size uses bilinear/trilinear/anisotropic scaling, which causes the blurriness you described.

I will test this, maybe some textures won't look that good when scaled like that though. But at least it would be more consistent.

This means in vanilla Minetest turning on the bilinear/trilinear/anisotropic filtering doesn't really do anything unless you change this setting, sicne all textures are 16x.
Also what is the scale factor? Does the engine automatically decide based on the highest texture size of your texture pack?
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }
 

gtest
New member
 
Posts: 5
Joined: Sun May 17, 2015 22:24

Re: Tip: hi-rez textures + texture filtering in 0.4.13

by gtest » Thu Oct 15, 2015 10:53

What it does is to apply a blurring, so that the lo-rez textures no longer look pixellated.
Yes, it is confusing, and had me puzzled for weeks, until PilzAdam put me straight (Ta!).
"texture_min_size" actually means "apply the filter to textures this size and bigger", which is not at all clear from the minetest.conf.example file comments.
 

gtest
New member
 
Posts: 5
Joined: Sun May 17, 2015 22:24

Re: Tip: hi-rez textures + texture filtering in 0.4.13

by gtest » Thu Oct 15, 2015 11:01

yes it does appear to use the highest texture size in your pack for the scale factor.
 

User avatar
cessna151
Member
 
Posts: 34
Joined: Thu Sep 24, 2015 20:36
In-game: cessna151

Re: Tip: hi-rez textures + texture filtering in 0.4.13

by cessna151 » Sun Oct 18, 2015 14:53

Thanks!
---Eagles may soar high, but weasels don't get sucked into jet engines!---
 


Return to Minetest Texture Packs

Who is online

Users browsing this forum: No registered users and 40 guests

cron