Irrlicht and texture atlas support

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Irrlicht and texture atlas support

Postby Cube_ » Fri Jun 26, 2015 8:13 pm

Since my voxel world has a huge triangle count I was wondering, what is the state of atlas support in irrlicht, in particular to mipmappig, is irrlicht's mipmapping code somewhat aware that texture atlases are a thing? (if they aren't then I'm in for quite a headache trying to shoehorn that in so I can use the 4tap algorithm, which is more or less required to use greedy meshing with a texture atlas without weird mipmapping artifacts).

somewhat unrelated, does irrlicht have built in support for anisotropic filtering or would I have to hack that in myself as well? (I'm already going to have to hack in antialiasing, given that irrlicht probably doesn't support DLAA or TAA... I might be able to do that through shaders though)
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Re: Irrlicht and texture atlas support

Postby CuteAlien » Sun Jun 28, 2015 10:42 am

Filtering is a material option. Not sure what exactly you mean by texture atlas. There are uv-coordinates obviously. And if you have several textures together you have to be careful to avoid bleeding betweem then (so yes - you can get mipmapping artifacts).
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Re: Irrlicht and texture atlas support

Postby Cube_ » Sun Jun 28, 2015 8:46 pm

right, so the texturing support wasn't specifically designed to be aware of atlases, ah well I'll just have to manually create the mipmaps then.
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