- Home /
Texture2D creating blurry textures
I'm attempting to create a minimap for my tile-based game. There are 160x160 tiles in my game world, and I'd like the walls to be shown as Black on the minimap, and all other areas to be shown as grey. Here is the code that produces my minimap at runtime:
Texture2D texture = new Texture2D(160, 160);
texture.filterMode = FilterMode.Point;
texture.anisoLevel = 1;
texture.mipMapBias = -0.5f;
for (int i = 0; i< 160; i++) {
for (int j = 0; j< 160; j++) {
if (tileInfo.tilemapWalls.GetTile(i, j, 0) != -1) {
Color color = Color.black;
texture.SetPixel(i, j, color);
}
else {
Color color = Color.gray;
texture.SetPixel(i, j, color);
}
}
}
texture.Apply();
image.sprite = Sprite.Create(texture,new Rect(0,0,160,160), new Vector2(0,0), 0.1f);
It's fairly simple, and tiles:pixels should be 1:1. The problem is, the texture created appears blurry, as seen in this screenshot:
Sections of wall that aren't very dense appear in varying shades of Grey. Only two colors should be appearing: Grey and Black.
I've tried messing around with filter mode, aniso level, mipmap Bias, and texture size, but this is seemingly the best I can do. Any suggestions for achieving a crisper image?
Answer by Jessespike · Jun 24, 2015 at 07:50 PM
Edit -> Project Settings -> Quality
Set Texture Quality to Full Res
Your answer
Follow this Question
Related Questions
How do you crop a Texture2d 1 Answer
Using Texture2D.GetPixels() to take a screenshot and then show it on an Image - iOS problems. 1 Answer
why texture2d sprite rendering not showing in game 0 Answers
Display an image in native resolution of a Head Mounted Display 0 Answers
Scaling / Resizing an Image (Texture2D) 6 Answers