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Hi Chriss,
A texture on Direct3D or OpenGL should always be in power of 2 dimensions. (2048,1024,512,256,..)
Ventuz does automatically calculate Mipmaps for textures which actually halfen the dimension by two for every level - down to 1x1 pixel. If your Level0 (original image) is not a pow2 sized one, the graphics board is scaling it to the next higher pow2 size - this results in blurry images on level0. To avoid this, splitt you monter in e.g. 4096, 4096 pieces...
Ralf
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