I've been tinkering with rendering billiard balls in XNA/D3D (DX11). I've written a Blinn-Phone shader that uses SamplerState in the HLSL to map my billiard textures to a sphere FBX that I generated in VisualStudio2012.
There are two problems I'm having, both most visible on the rightmost ball in the picture below.
1) You can see the texture reveals where the underlying polygons of the sphere are.
2) At the bottom edge of the third line where just a little white is visible below the stripe, it looks very aliased or jagged.
The texture application seems to be largely beyond my control, as the interpolation between the vertex normals is done within the pipeline, not by me.
So, how could I improve this? Generate a new sphere with more polygons?
I've done the following for the antialiasing, but frankly it seemed to do very little if anything:
graphics.PreferMultiSampling = true;
graphics.ApplyChanges();
GraphicsDevice.PresentationParameters.MultiSampleCount = 4;
Here's my texture map state, for what its worth. Any ideas would be greatly appreciated. If you need more info, let me know!
sampler2D ColorSampler = sampler_state {
Texture = <ColorTexture>;
FILTER = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};