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texture type GUI vs texture
quick question: I noticed that the GUI type produces a perfect texture while the texture type results in a more blurry one. When using textures on level geometry, is it okay to use the GUI type or am i meant to use the texture type. Is the GUI type intended for some kind of GUI implementation or something?
Answer by Bovine · Jul 18, 2012 at 09:38 PM
If you set the texture type to GUI and then Advanced, I believe you will see the settings that apply to GUI textures as opposed to Texture.
The major difference is that a GUI texture will not contain mip maps. Where a Texture, texture will.
Depending on your settings, the GUI texture will look poor on 3D geometry as there will be no mip-mapping.
You can improve blurriness by altering the filtering method on Texture, textures.
Does the texture look crisp when set to GUI but blocky? If so, then your texture is probably too small for the real-world screen size it is being rendered at and you will want to supply a higher resolution image - if the image res is too low the player will have to interpolate the texture and the filtering may make it very muddy.
You may also find that the Texture is being compressed which can lead to significant loss in image quality.
hmm the texture does not appear to be blocky and i applied one texture to a scale 70 cube. It is very nice a crisp though. One question though, how do i tile textures? cause it just stretches it out right now, and i may need to tile in the future. Setting the texture to repeat doesn't do the trick.
Your texture isn't blocky and you've applied it to a 70 scale cube? What size is it?
I don't know if you can get Unity's built in primitives to tile without editing them - there may be a script somewhere. I imagine the Unity cube is placing the whole texture on each face of the cube.
If the texture looks blurry than you probably need to adjust the mip-map or aniso settings.
ok i tested it out and the mip maps make it look blurry. Setting the filtering to a high level makes it look AL$$anonymous$$OST as good as without mip maps, but not quite.
What's the point of mipmaps then if i can have a great looking texture without them? If it's for performance reasons then would mipmaps with high trilinear filtering be faster, cause then it's worth it even with the very tiny decrease in sharpness.
How big is your source texture?
I suggest you post a GUI and Texture image so people can see what you mean.
sorry missed your second comment. The texture size is very large i think, 3000x2075. And yea you're right about the texture being applied completely on the face.
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