<p>I think mip-mapping will help. This is the aliasing effect when the sampling frequency is lower than needed. When a large patch of texture projects only to one (or less than one) pixel, things like this could happen. Mip-mapping, to put it simply, can help you select a suitable texture resolution when the texture is viewed from different distance. For example, when viewed far away, we can use a smoother version (low resolution, prefiltered) texture, and otherwise we use a sharp version of texture (high resolution).</p>
<p>For specific implementations with Ursina, I am not familiar with this lib, but I took a look at the <a href="https://github.com/pokepetter/ursina/blob/master/ursina/texture.py" rel="nofollow noreferrer">source code (ursina/texture.py)</a> of this lib:</p>
<pre class="lang-python prettyprint-override"><code>class Texture():
    default_filtering = None      # options: None / 'bilinear' / 'mipmap'
    &quot;&quot;&quot;...&quot;&quot;&quot;
    def __init__(self, value):
        self.filtering = Texture.default_filtering      # None/'bilinear'/'mipmap' default: 'None'

</code></pre>
<p>I think this means that Ursina supports mip-mapping? You can just turn this on (use <code>mipmap</code>) and have a try.</p>

CC BY-SA 4.0
2023-07-17T13:00:08.960Z
It looks much better now, thx!
EarthAndMoon
CC BY-SA 4.0
2023-07-17T12:53:59.713Z
2023-07-17T12:53:59.713Z
Enigmatisms
<p>I'm currently making a game with <a href="https://www.python.org/" rel="nofollow noreferrer">Python</a>'s <a href="https://www.ursinaengine.org/" rel="nofollow noreferrer">Ursina</a> module, and everything runs well, except:
the grass texture (size: 8192x8192px) looks pixelated at big distance (everything inside the red marker). How can I make it look smoother?</p>
<p>In the screenshot below, I'm standing on a hill and looking down to the grass.
<a href="https://i.sstatic.net/1t6pd.jpg" rel="nofollow noreferrer"><img src="https://i.sstatic.net/1t6pd.jpg" alt="Pixelated grass texture from big distance (hill)" /></a></p>

<pixels>
Game texture looks pixelated at big distance
EarthAndMoon
# Game texture looks pixelated at big distance

(Asked by: username_0 on 2023-07-17)

I'm currently making a game with [Python](https://www.python.org/)'s [Ursina](https://www.ursinaengine.org/) module, and everything runs well, except:
the grass texture (size: 8192x8192px) looks pixelated at big distance (everything inside the red marker). How can I make it look smoother?

In the screenshot below, I'm standing on a hill and looking down to the grass.
[![Pixelated grass texture from big distance (hill)](https://i.sstatic.net/1t6pd.jpg)](https://i.sstatic.net/1t6pd.jpg)

**Tags:** pixels


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## 1 answers

### Answer by username_1 on 2023-07-17. Score: 3

I think mip-mapping will help. This is the aliasing effect when the sampling frequency is lower than needed. When a large patch of texture projects only to one (or less than one) pixel, things like this could happen. Mip-mapping, to put it simply, can help you select a suitable texture resolution when the texture is viewed from different distance. For example, when viewed far away, we can use a smoother version (low resolution, prefiltered) texture, and otherwise we use a sharp version of texture (high resolution).

For specific implementations with Ursina, I am not familiar with this lib, but I took a look at the [source code (ursina/texture.py)](https://github.com/pokepetter/ursina/blob/master/ursina/texture.py) of this lib:

```python
class Texture():
    default_filtering = None      # options: None / 'bilinear' / 'mipmap'
    """..."""
    def __init__(self, value):
        self.filtering = Texture.default_filtering      # None/'bilinear'/'mipmap' default: 'None'

```

I think this means that Ursina supports mip-mapping? You can just turn this on (use `mipmap`) and have a try.

> **Comments:**
> **username_0**: It looks much better now, thx!  

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