Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I have a 3D scene that I've tried rendering in Direct3D 10 and using WPF's 3D framework. Obviously, going directly to Direct3D is producing far better performance but I am getting banding which doesn't appear using the same scene in WPF.

Does anyone have any tips on removing this type of artifact? It's obviously possible because WPF doesn't have it... If you have any questions about my Direct3D setup I will be please to add that information.

WPF:

Direct3D:

share|improve this question
add comment

1 Answer

It looks like in the D3D version the mipmaps for the texture are screwed up, with the banding appearing in the first mip level past the base one.

If you're using D3D/WPF's built-in mip generation, perhaps WPF is using a better-quality downsampling filter than D3D. Since your base texture looks like it has a lot of bright and dark lines, I could see a poor filter giving odd results.

share|improve this answer
add comment

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.
{"cc_re__cc_re__cc_by_sa_3_0": ["        <li><a href=\"http://area51.stackexchange.com\" title=\"proposing new sites in the Stack Exchange network\">Area 51</a></li>\r\n                        <li><a href=\"http://careers.stackoverflow.com\">Stack Overflow Careers</a></li>\r\n                    \r\n                </ol>\r\n            </td>\r\n    </tr>\r\n</table>\r\n                </div>\r\n            </div>\r\n\r\n            <div id=\"copyright\">\r\n                site design / logo &#169; 2014 stack exchange inc; user contributions licensed under <a href=\"http://creativecommons.org/licenses/by-sa/3.0/\" rel=\"license\">cc by-sa 3.0</a> \r\n                with <a href=\"http://blog.stackoverflow.com/2009/06/attribution-required/\" rel=\"license\">attribution required</a>\r\n            </div>\r\n            <div id=\"svnrev\">\r\n                rev 2014.3.11.1445\r\n            </div>\r\n            \r\n        </div>\r\n    </div>\r\n    <noscript>\r\n        <div id=\"noscript-warning\">Game Development Stack Exchange works best with JavaScript enabled<img src=\"http://pixel.quantserve.com/pixel/p-c1rF4kxgLUzNc.gif\" alt=\"\" class=\"dno\">"], "copyright__copyright__copyright": ["p level past the base one.\n\nIf you're using D3D/WPF's built-in mip generation, perhaps WPF is using a better-quality downsampling filter than D3D. Since your base texture looks like it has a lot of bright and dark lines, I could see a poor filter giving odd results.\n\nshare|improve this answer\nadd comment\n\nYour Answer\n\n\u00a0\ndiscard\n\nBy posting your answer, you agree to the privacy policy and terms of service.\n\nNot the answer you're looking for? Browse other questions tagged or ask your own question."]}