View Full Version : Level of Detail for the lose.

22nd June 2006, 07:43
I recognize that this may not be an issue limited to this mod, but texture popping, and the like is very agrivating to over look, and sometimes waste ammo on. HL2's manner of taking care of LOD creates alot of visual artifacts that create alot of distraction from the matter at hand. Is there any way to completely disable texture LOD, regardless of the certain performance hit you'll take.

I guess I should show an example.


the blue lines show levels,

It's hard to find an example of a horizontally aligned lod pop, without having movement.

22nd June 2006, 08:16
mat_mipmaptextures 0 ???

22nd June 2006, 09:37
Yep, that fixed it- thank you.

22nd June 2006, 09:45
You'll find mipmapping in pretty much every game under the sun - it's barely even an LOD technique.

23rd June 2006, 00:39
The command that he blathered off did in fact address what I was asking about, but it made gameplay significantly harder. Is there any way to create more levels of mipmapping so instead of one heavy line of change, you have a few lesser ones?

23rd June 2006, 00:47
Not really - too many and you take up too much video memory per texture.

23rd June 2006, 01:01
I'm guessing that this is the issue that Rad Linker's "Mipmap Texture Quality" adresses?