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Dear Unity Users, We are desinging a user interface for our game, Recently we have come across a problem with our GUITexture element. We imported a png file with alpha and unticked Generate Mip Maps option but the texture in game is not sharp and seem like a low quality import. we have attached the original image , an ingame screentshot of the mentionent texture and out import settings. We have tried using various formats but failed to impruve the quality of the texture. Any help is greatly appreciated.
Thank you in advance Grcan SERBEST
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Thank you for all answering. The problem has been solved, it was indeed a resizing problem, choosing " ToLarger" has worked like a charm. Krobill's answer as that and this was the correct answer. I want share the solution with you.
Thanks again for the quick reply.
Regards.
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Looks like compression artifacting. Change the texture format to RGBA32 or something like that instead of automatic compressed or dxt5 or whatever you have it set to. Also, is your texture actually a power of two? Maybe turn off the NPOT stretching? Hello Tetrad, The image format is currently ARGB 32 bit no luck so far...I do not know how to turn on or off the NPOT stretching, please if you could elaborate on that. The texture we are using is at its original size ingame so there should be no stretching if I understand it correctly. Our code is; GUI.DrawTexture (Rect(altbar1520yan,altbar1520dik,1520,363),altbar1520);
Jan 07 '11 at 09:34 PM
Grcan SERBEST
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How are you drawing the texture? If you happen to be using a GUI.Label() to draw the texture it adds padding and it distorts images and generally makes them look fuzzy (in my experience). Try using GUI.DrawTexture() instead and see if that helps. Hello Moxon , We already use GUI.DrawTexture when drawing texture... Thank you
Jan 07 '11 at 09:27 PM
Grcan SERBEST
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Have you toyed around with the filter mode of the texture? Bilinear filtering will, by default, tend to slightly smudge the pixels around to attain some slight softness in textures. It's ideal to not filter your UI textures at all though if you want them to be in the exact way you originally drew them.
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