Need skybox advice

Hello all,

I’m working with creating a skybox to surround my 3D world but I need some advice for textures. Basically I’m using a starfield texture for my skybox (with a lot of stars) and I’m noticing that the stars look very blocky when my view is pointed to a wall of the enclosing box and more like the actual resolution of the texture closer to the corners of the box (which makes sense). Is there a parameter that I should be fiddling with in order to make the resolution of the texture better the closer I am to the texture face? I tried changing the texture MIN and MAG filter to GL_LINEAR but it still didn’t help too much. Is there anything I can even do with respect to code or is this something that I’d have to solve by changing my actual texture?

Texture tex = TextureIO.newTexture(new File("resources//textures//" + currentTextureKey), false);
				
tex.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
tex.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);

replace GL_NEAREST by GL.GL_NICEST

GL_NICEST isn’t an available option for GL_TEXTURE_MIN_FILTER according to the gl spec.
You’re allowed to use:
GL_NEAREST, GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR

GL_TEXTURE_MAG_FILTER can use:
GL_NEAREST or GL_LINEAR

Thanks for the advice guys. GL_NICEST does sort of work for the mag filter but I think I’m just going to tile the texture to make the resolution better.

Assuming the texture gets magnified, then you don’t need MIP maps (it’d be a waste of memory), and the filter mode should be GL_LINEAR.

oups,

so use
GL_LINEAR_MIPMAP_LINEAR for min filter
and
GL_LINEAR for mag filter

EDIT:
and of course enable and build mipmap

[quote]and of course enable and build mipmap
[/quote]
Why would he need to build mip maps? A skybox texture is almost never actually minified, as it’s usually stretched across most of the screen.

if the texture size is very large and/or the screen is very small