I've got two V2s in my system and an Elsa Gladiac. I play GPL in Glide
generally, but wouldn't mind being able to get the better fps from the
Gladiac while racing online. I've got the screen size issue fixed
(thanks to this newsgroup), but I'm having another strange problem.
When in OpenGL mode, distant object get blur out of focus. The further
an object from the front of the car, the blurrier the object is. When
in the third turn on the Glen and riding the inside barrier, the far end
of the outside barrier is faded completely away. It looks as if it ends
before it actually does. As I continue around the track, it fades in as
I go.
Any idea what could be causing this or how to fix it? Please don't
answer, "Use the V2s." I do. I use them for offline when vis quality
is more important to me than framerate.
Thanks,
Yippee38
In the core.ini file under [open gl]
Make tosshighestmip = 0
Yippee38 <[email hidden]> wrote in message
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Quoted text (19 lines)
> I've got two V2s in my system and an Elsa Gladiac. I play GPL in Glide > generally, but wouldn't mind being able to get the better fps from the > Gladiac while racing online. I've got the screen size issue fixed > (thanks to this newsgroup), but I'm having another strange problem. > > When in OpenGL mode, distant object get blur out of focus. The further > an object from the front of the car, the blurrier the object is. When > in the third turn on the Glen and riding the inside barrier, the far end > of the outside barrier is faded completely away. It looks as if it ends > before it actually does. As I continue around the track, it fades in as > I go. > > Any idea what could be causing this or how to fix it? Please don't > answer, "Use the V2s." I do. I use them for offline when vis quality > is more important to me than framerate. > > Thanks, > Yippee38 >On Mon, 19 Jun 2000 20:23:09 -0500, Yippee38 <[email hidden]>
wrote:
The fix was already mentioned in another article.
It's mipmapping, which creates filtered versions of the textures when
the polygon is far away. This filtering causes blur which decreases
aliasing for distant objects but also introduces (quite a lot of)
blur.
The further away the object, the smaller (filtered) the texture that
is used, the more blur. It's a form of anti-aliasing.
Ruud van Gaal
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