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Jagged / blurry textures on square gameobject when using ortho cam and no mipmaps
Hi,
I have a 256x256 pixel texture that I apply to a square primitive gameobject. My camera is orthographic and is positioned quite some distance from the game object.
The problem is the textures looks washed out / blurry and gets a bit jagged edges. We've disabled mipmaps, otherwise the texture gets very blurry. We've tried playing around with compression settings, quality settings, anisotropic settings and more but to no avail. The texture remains looking ugly :)
What can be the problem?
Answer by noradninja · Oct 28, 2010 at 12:42 AM
You could set the filtering on the texture to Point, this will turn of bilinear/trilinear filtering on the texture. Removes blur, but will make the texture pixellated at close ranges. Part of your problem is using such a large (256x256) texture on something seen so far away. You could drop it to 64x64 and not loose any quality, and it would filter more accurately.
256x256
64x64
In the end, it's a matter of artistic need vs. texture importance...minor things dont have to be ultra sharp (and at this scale, they almost can't be).
Thanks for the ideas and clarification. We ended up simplifying the texture, making it simpler but definitely more pretty. Thanks1