I'm trying understand some differences between BTB rendering method, 3DSimed and RFactor (or GTR2) engine itself.
Cannot figure out how some transparent textures edges are rendered on those methods. For instance (look at dirty grass next the wall)
3DSIMED:
BTB:
IN GAME RENDERING (Gmotor2):
It looks like DDS edges are more to BTB than 3DSimed method. 3DSImed shows texture nice, but in-game and in BTB it's blurry and crapped. I could't realize which texture's property would provide a better transparent texture, becoming it sharper. The in-game effect is too bad for visual purposes. Mip map bias doesnt appear to impact edges significantly.
Some clues are wellcome.
Cannot figure out how some transparent textures edges are rendered on those methods. For instance (look at dirty grass next the wall)
3DSIMED:
BTB:
IN GAME RENDERING (Gmotor2):
It looks like DDS edges are more to BTB than 3DSimed method. 3DSImed shows texture nice, but in-game and in BTB it's blurry and crapped. I could't realize which texture's property would provide a better transparent texture, becoming it sharper. The in-game effect is too bad for visual purposes. Mip map bias doesnt appear to impact edges significantly.
Some clues are wellcome.