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Light Banding
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Posts: 5


Thu, Jul 25 2013

We are observing a light banding artifact when we load a model in ios simulator vs. when viewing it on an iPad3.

Here is the banding artifact on the iPad:

And here it is on the simulator:

Any idea why we are seeing this "banding" effect and how we could go about correcting it?
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Posts: 571


Sun, Nov 24 2013

In response to: @StammDev

Hello buddy,

What "banding"?

The big white light in front?
NinevehGL by default has the lights ON, you can turn the lights OFF or just move it, change it, lower it... anything you want.

The main light can be manipulated via [NGLLight defaultLight] (http://nineveh.gl/docs/Classes/NGLLight.html) and you can turn if OFF by using the global API:

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Posts: 5


Tue, Dec 3 2013

In response to: @dineybomfim

Thanks for the reply. Not just the light appear. What I mean by banding is in the top image, the light reflects and appeasers to have layers of rings or bands around the reflection. So in other words it looks like a bunch of o's increasing in size inside of each other. On the bottom image, this effect is not present and it appears more a smooth gradient with no rings.

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Posts: 571


Wed, Dec 4 2013

In response to: @StammDev


Hey buddy, it's nothing to worry about. In 3D world there are a lot of visual artifacts that trick our human eyes.

In the smallest image you can see it just because the image is small, doesn't mean they are not there. If you don't trust me, just make a simple test. Take the bigger image, use the Photoshop or any other image editing software and reduce it to 444 px width. You'll get exactly the same result as the small image.

There are a lot of 3D and image concepts involved here. I'll not get in details, but being very straight, everything goes around the textures and its quality, compression and channels. In terms of shader quality, NinevehGL uses the best shader approach that is the per-fragment lighting. So if you want to get better result you can simply increase the texture quality, remove the channels compression or just use a antialias filter, which is not recommended because it's expensive in terms of FPS performance.

To change those parameters you can directly change it to one individual NGLTexture or use the global API to change the texture quality and optimization to all textures.

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NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

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