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So I made a basic scene composed of point lights and a plane to test my textures in the blender game engine along with a basic fps camera. the problem that i have is when i play the game using the embedded player, textures look fine (diffuse, normal and specular), when i use the standalone player it works fine too but when i use fullscreen mode in the standalone player the textures are the only thing that looks blurry. i tried changing resolution, using diffuse texture only, updating blender but non of that worked.

Im using GLSL shading btw

this is how its supposed to look like: how the texture is supposed to look

but in fullscreen mode (using the standalone player) it looks like this: fullscreen (the monkeys are there to see that the blur does not affect game objects, only textures).

does anybody have a solution, it would be really helpfull.

thanks.

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  • $\begingroup$ Is the result the same if you disable anisotropic filtering? $\endgroup$
    – xlxs
    Commented Sep 13, 2016 at 15:43
  • $\begingroup$ if you are talking about the settings like the ones on this post's answer: blender.stackexchange.com/questions/6683/… i dont have those settings $\endgroup$ Commented Sep 13, 2016 at 16:09
  • $\begingroup$ It looks like you have "mip maps" enabled in the sampling settings for the texture. $\endgroup$
    – JakeD
    Commented Sep 13, 2016 at 17:28
  • $\begingroup$ can you send a screenshot, i cant see where it is. $\endgroup$ Commented Sep 13, 2016 at 17:33
  • $\begingroup$ I did a short experiment. It looks like the lower mip-map level starts as twice as early in full screen compared to window at the similar resolution (due to the border it is not the same at my system). $\endgroup$
    – Monster
    Commented Sep 14, 2016 at 6:55

2 Answers 2

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You need to activate anisotropic filtering in Blender's system settings.

Hit Ctrl+Alt+U, go to the System Panel and change the settings under Anisotropic Filtering to 2 or higher.

enable anisotropic filtering

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  • $\begingroup$ it was already on, i set it to max and it didnt fix it. the problem might be the same as in this article's answer but i dont have those settings, can you help? $\endgroup$ Commented Sep 13, 2016 at 16:56
  • $\begingroup$ @WalidLaribi - not without the file to work with. You might upload it to blend-exchange.giantcowfilms.com and add the given link to your question. $\endgroup$ Commented Sep 13, 2016 at 16:59
  • $\begingroup$ here is the link for it: <img src="http://blend-exchange.giantcowfilms.com/embedImage.png?bid=1954" /> $\endgroup$ Commented Sep 13, 2016 at 17:24
  • $\begingroup$ I just tried your file and set the anisotropic filtering in the system settings all the way up to 16. Looks good that way - aka visible difference. Other than that there's nothing wrong with your material settings. $\endgroup$ Commented Sep 13, 2016 at 17:52
  • $\begingroup$ yeah i see the difference as well, but there is no difference when playing with the standalone player @metaphore_set $\endgroup$ Commented Sep 13, 2016 at 17:58
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Try:

from bge import render

render.setMipmapping(2)
render.setAnisotropicFiltering(16)

On my system these settings do not show up in the game engine unless they are set through the python API.

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