Terrain texture issue on Intel graphics

Description

Testing latest 1.9 branch, this is what the terrain sample currently looks like (endless world looks the same)
http://scrawl.bplaced.net/perm/Screenshot2013_09_10_17_19_47.png

GPU details:
17:18:27: GL_VERSION = 2.1 Mesa 9.0
17:18:27: GL_VENDOR = Intel Open Source Technology Center
17:18:27: GL_RENDERER = Mesa DRI Intel(R) Ironlake Mobile

ogre.log attached

Environment

Ubuntu 12.04

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3

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Former user 
September 17, 2013 at 3:08 PM
(edited)

As far as I can see there are 3 ways to fix this.

1) Completely disable mipmapping for compressed textures with 0 custom mips. However without any mips, the terrain looks very grainy from far away.

2) If a compressed texture contains no mipmaps, and we don't have RSC_AUTOMIP, uncompress the texture before loading it so that mips can be generated in software. Here is the change:
http://pastebin.com/E9JvDWy7

3) Convert the compressed textures in the samples so that they contain mip maps, and declare compressed textures without mipmaps as unsupported.

In my opinion, option 2 is best. But it currently doesn't work very well due to a bug with DXT decompression. Opened a separate report: https://ogre3d.atlassian.net/browse/OGRE-268

M 
September 15, 2013 at 7:15 PM
(edited)

Oh yeah, now I remember. That was the reason behind the GenerateMipmap change to begin with.

It's related to attempting to generate mipmaps with compressed textures.

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Created September 10, 2013 at 3:24 PM
Updated September 18, 2013 at 12:19 AM
Resolved September 18, 2013 at 12:18 AM