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Anisotropic Filtering for Textures |
Anisotropic Filtering is very important for Desktop Games and their textures. Most games use AnisotropicFiltering = 4/8/16. It sharpens your textures under different Angle View. Anisotropy makes a performance draw back about 10-40 fps, but the result looks much better.
See Example: http://i.imgur.com/0yiv9.jpg
JME has DEFAULT AnisotropicFiltering = 0. So, if you make a game for Windows/Linux/Mac.. you need to set the Anisotropic Filtering more than 0.
Example how to set AnisotropicFiltering = 4 for all textures:
AssetEventListener asl = new AssetEventListener() { public void assetLoaded(AssetKey key) { // throw new UnsupportedOperationException("Not supported yet."); } public void assetRequested(AssetKey key) { if (key.getExtension().equals("png") || key.getExtension().equals("jpg") || key.getExtension().equals("dds")) { System.out.println(key.getExtension()); TextureKey tkey = (TextureKey) key; tkey.setAnisotropy(8); } } public void assetDependencyNotFound(AssetKey parentKey, AssetKey dependentAssetKey) { // throw new UnsupportedOperationException("Not supported yet."); } }; assetManager.addAssetEventListener(asl);