A rendering technique that uses more texture memory to achieve faster texture lookups by rendering far-away objects with a lower resolution version of the texture. It also reduces aliasing artifacts.
12
votes
4answers
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How to avoid texture bleeding in a texture atlas?
In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks:
The problem is that the texture ...
3
votes
1answer
282 views
How can I prevent seams from showing up on objects using lower mipmap levels?
Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you.
I made a simple Blender model, ...