Texturing: normal shading sharp edges on external player

Greetings,

I am having a what I assume is a stupid simple issue that’s been frustrating me like crazy. Here is an asphalt material with a diffuse texture (only color enabled, 1) and a normal texture (only normal enabled, 1). Everything else is default. Default camera and default lamp but changed to sun. Why are there sharp edges in the normal shading on the external player? How do I minimize that? Everything looks perfect on the internal player.

Internal:

External:

For whatever reason there’s a bug in the external blender player where anisotropic filtering just doesn’t work. The only way to fix it is to disable mipmapping which then leads to really ugly artifacts in distant textures :confused:

try this


from bge import logic, render


def main():
    
    cont = logic.getCurrentController()
    own = cont.owner
    
    if not 'render_settings' in own:
        
        render.setMipmapping(2)
        render.setAnisotropicFiltering(16) # 1, 2, 4, 8, 16
        render.VSYNC_ON # OFF or ADAPTIVE
        render.setFullScreen(True)
        render.setWindowSize(1920, 1200)
        render.enableMotionBlur(1.0) # 0.0-1.0
        
        own['render_settings'] = True

the setMipmapping to 2 helped me to get rid of it.

Thanks. I have disabled mipmapping with python. There is a pretty noticeable performance hit. Is this issue being tracked anywhere? I haven’t been able to find anything. Attn: upbge folks

Fixed in UPBGE.