# P3D renders edges blurryly

**URL:** <https://discourse.processing.org/t/p3d-renders-edges-blurryly/14151>\
**Category:** Coding Questions\
**Created:** [September 23, 2019, 9:40pm UTC](https://discourse.processing.org/t/p3d-renders-edges-blurryly/14151 "2019-09-23T21:40:27Z")\
**Posts on this page:** 1\
**Showing post:** 11

<div class="post-metadata">

**Author:** ![F53](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/f53/32/7118_2.png) [@F53](https://discourse.processing.org/u/F53)\
**Post date:** [September 25, 2019, 5:12pm UTC](https://discourse.processing.org/t/p3d-renders-edges-blurryly/14151/11 "2019-09-25T17:12:50Z")

</div>

SOLUTION:  
a. if you are just switching to OPENGL/P3D for FPS, use this solution from rufsketch 1 in your main to get back your hard lines

> [@rufsketch1](#):
>
> hint(DISABLE\_TEXTURE\_MIPMAPS); ((PGraphicsOpenGL)g).textureSampling(2);

b. if you need to have edges not blurry in FX2D,

- I don’t know what to do for you, but you can put research into the link given by Chrisir  
\> [FX2D noSmooth(), textureSampling?](https://discourse.processing.org/t/fx2d-nosmooth-texturesampling/4312)
- You could also look into using a sharpening filter, while I abandoned this idea, this may be helpful, as I got quite a lot of resources together about it:  
\> [I need help with optimization of a basic sharpening algorithm - #5 by F53](https://discourse.processing.org/t/i-need-help-with-optimization-of-a-basic-sharpening-algorithm/14192/5)

---

_[View the full topic](https://discourse.processing.org/t/p3d-renders-edges-blurryly/14151)._
