Fuzzy textures

I am trying to make a HUD for my game(I think it’s called a HUD) and it comes out fuzzy. It looks fine in the UV image editor, but when in the 3D view and the game It’s fuzzy.
Here are the two images, one in game, and one saved from GIMP.
http://www.mediafire.com/imageview.php?quickkey=zz3zijy04od&thumb=4http://www.mediafire.com/imageview.php?quickkey=doigmdmu32o&thumb=4 :in game
http://www.mediafire.com/imageview.php?quickkey=zz3zijy04od&thumb=4 :saved file
How can I get ride of the fuzziness?

I left the two images loading for about 5 min in the background and they didn’t load. Upload them to a different host and you might get an answer. The one you are using doesn’t work


here are the new links.

That is the effect of mipmapping I believe.

You could turn it off.

You could try increasing the resolution of the hud image and sharpening with gimp.

What are the dimensions of the image?

How do I turn it off?

pull down the top toolbar for the setting buttons, then click System & Open GL and it’s on the right.

Though it will reset to off every time you restart Blender, and it will make the entire game look grainy and flicker.

If you just want your HUD to have crystal sharp text I would advise converting a text object to a mesh.

As mentioned before, this is probably the product of mipmapping. When there are more/fewer pixels on a texture than can be displayed on the screen size, Blender blurs then together so they won’t appear grainy.

You can count on a HUD being a consistent size, so simply try matching the resolution of your HUD image to the final screen resolution you’re going for. For instance, if you’re game is going to run at 640x480, that’s the resolution you want your HUD to be (if your image covers the entire screen).

I think I’ll convert text to mesh, when mipmaps are off it makes the text clear, but other objects look bad.

Matching the resolution works good, I’ll just do that.