probier doch mal folgenden Code aus, siehst Du da die Unterschiede zwischen den Filtermodii ?
Code: Alles auswählen
EnableExplicit
Structure fVector3
x.f
y.f
z.f
EndStructure
Define.f distance1, distance2
Define.i tempTexture, tempMaterial, tempMaterialB, tempMaterialT, tempMaterialA4, tempMaterialA16, tempMesh, camera, light, entPlane1, entPlane2, entPlane3, entPlane4, entPlane5
Define.fVector3 point1, point2, point3, point4, linecenter1, linecenter2
; init
InitEngine3D()
InitSprite()
InitKeyboard()
OpenWindow(0,0,0,1024,768,"Material Filter Modes",#PB_Window_SystemMenu|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0), 0, 0, WindowWidth(0), WindowHeight(0), 0, 0, 0, #PB_Screen_WaitSynchronization)
; create line entities
tempTexture = CreateTexture(#PB_Any, 64, 64)
StartDrawing(TextureOutput(tempTexture))
Box(0, 0, 64, 64, RGB(128, 128, 128))
Box(0, 31, 64, 3, RGB(255, 255, 255))
Box(31, 0, 3, 64, RGB(255, 255, 255))
StopDrawing()
tempMaterial = CreateMaterial(#PB_Any, TextureID(tempTexture))
MaterialFilteringMode(tempMaterial, #PB_Material_None)
tempMaterialB = CreateMaterial(#PB_Any, TextureID(tempTexture))
MaterialFilteringMode(tempMaterialB, #PB_Material_Bilinear)
tempMaterialT = CreateMaterial(#PB_Any, TextureID(tempTexture))
MaterialFilteringMode(tempMaterialT, #PB_Material_Trilinear)
tempMaterialA4 = CreateMaterial(#PB_Any, TextureID(tempTexture))
MaterialFilteringMode(tempMaterialA4, #PB_Material_Anisotropic, 4)
tempMaterialA16 = CreateMaterial(#PB_Any, TextureID(tempTexture))
MaterialFilteringMode(tempMaterialA16, #PB_Material_Anisotropic, 16)
tempMesh = CreatePlane(#PB_Any, 500, 5000, 1, 1, 5, 50)
entPlane1 = CreateEntity(#PB_Any, MeshID(tempMesh), MaterialID(tempMaterial), -1010, 0, 0)
entPlane2 = CreateEntity(#PB_Any, MeshID(tempMesh), MaterialID(tempMaterialB), -505, 0, 0)
entPlane3 = CreateEntity(#PB_Any, MeshID(tempMesh), MaterialID(tempMaterialT), 0, 0, 0)
entPlane4 = CreateEntity(#PB_Any, MeshID(tempMesh), MaterialID(tempMaterialA4), 505, 0, 0)
entPlane5 = CreateEntity(#PB_Any, MeshID(tempMesh), MaterialID(tempMaterialA16), 1010, 0, 0)
; create light
light = CreateLight(#PB_Any, RGB(225, 225, 225), 0, 250, 0, #PB_Light_Directional)
LightLookAt(light, 0,0,0)
; create camera
camera = CreateCamera(#PB_Any, 0, 0, 100, 100)
MoveCamera(camera, 0, 1000, 2500, #PB_Absolute)
RotateCamera(camera, -30, 0, 0, #PB_Relative)
AmbientColor(RGB(32,32,32))
FreeMesh(tempMesh)
FreeMaterial(tempMaterial)
FreeMaterial(tempMaterialB)
FreeMaterial(tempMaterialT)
FreeMaterial(tempMaterialA4)
FreeMaterial(tempMaterialA16)
FreeTexture(tempTexture)
Repeat
While WindowEvent() : Wend
ExamineKeyboard()
RenderWorld()
FlipBuffers()
Until KeyboardReleased(#PB_Key_Escape)
End
Wenn Du da schon keinen Unterschied siehst, würde ich tippen das mit Deinen Grafikeinstellungen nicht passt.
Ansonsten habe ich hier noch auf die schnelle ein Material Script mit den Filteroptionen:
Als test_texture.bmp nimmst Du am besten etwas mit geraden Linien so wie in dem oben gepostetem Beispiel.