Haha. Neither of those are true.
I shall keep it a mystery...
5ro4

- 8 juil. 2015
- Inscrit 2 janv. 2015
- Dans TwinderGarten
- Dans TwinderGarten
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- Dans TwinderGarten
Here's the opening cinematic for TwinderGarten:
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Head-turn gif (I'll just link to it because it's gigantic): http://imgur.com/ySElAz5.gif
This is what it looks like without mipmaps (trilinear, max aniso [wich really does nothing]]):
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Thank you for your answer. I guess it still could be useful to the developers to know that this is a thing (and a potentially problematic one) if they don't already know.
No. Without mipmaps when the camera zooms out it produces unacceptable blurriness/loss of detail (whole lines disappearing).
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We are using spine objects with meshes on Unity. The problem is that we are noticing some areas that display incorrectly, usually blurry.
You can see an example in the following image, along with the proper display on Spine:Loading Image
After a lot of trials, investigation and head bashing, we think we found the problem.
This is the Unity scene displaying on mipmap mode:Loading Image
The intensity of the red tone shows the mipmap level being used. As you can see, that section of the mesh is using a mip level way higher than the surrounding areas. Our deduction is that the blurriness of that area is caused by the use of the lower resolution texture that corresponds with that mip level. It's worth noting that we are using custom mipmaps to obtain a sharper effect than the automatic mipmaps of Unity provide (this problem seems to happen also with the mipmaps Unity automatically generates, though).
Is there anyway to solve this? The most straight forward solution we can think of is forcing Unity to use the same mipmap for the whole spine object instead of applying different levels to different areas, but how to do that or if that's even possibly escapes us. Does the Spine runtime even have any control over this?
Any information would be appreciated.
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Done.
When putting vertices too close together in a mesh, it causes the resulting triangles to be transparent instead of displaying their section of the image.
Here's an example:
View while editing the mesh:
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View out of the mesh editor:
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Notice the zoom is at max. The same formation but with the vertices further apart from each other displays correctly.
EDIT: Seems like I mistakenly didn't post this on the Bugs subforum.
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