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Home/ Questions/Q 8546627
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T13:04:37+00:00 2026-06-11T13:04:37+00:00

Here is the reference of library I am using The texture when pasted over

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Here is the reference of library I am using

The texture when pasted over a opengl wall looks low in resolution and has poor quality, how can I improve it?

code

ground->m_texture = new cTexture2D();
fileload = ground->m_texture->loadFromFile(RESOURCE_PATH("resources/images/shadow.bmp"));
ground->setUseTexture(true);
ground->m_texture->setSphericalMappingEnabled(true);//this line is for circular objects, but without it texture doesnt even show up

from an example – how it should look

enter image description here

How it looks in my implementationenter image description here

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  1. Editorial Team
    Editorial Team
    2026-06-11T13:04:38+00:00Added an answer on June 11, 2026 at 1:04 pm

    Okay, what’s happening is the following: Spherical mapping generates texture coordinates based on the vertex-to-viewport vector and the normal at the vertex to map it into a spherical reflection directions mapped into a sort-of fisheye image. Since your geometry looks like it’s quite flat, the variation of texture coordinates generated by this method will be rather small, which means, that you’re largely magnifying your image. If now your texture filtering mode is set to nearest filtering, this is what will happen.

    Solution: don’t use spherical texture mapping. If you want to emulate a reflection, use cubemaps (they behave much better for small deviations in the reflection vector) and switch to linear filtering mode.

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