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.

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21
votes
4answers
14k views

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 ...
6
votes
1answer
2k views

Mip Maps on 2D Sprite causing black line above. Why is this?

I am new to Unity. I'm trying it out and using Futile for a code-first approach, but still importing textures using the Unity system. The problem I'm having is that when I use mip maps to scale large ...
5
votes
2answers
4k 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, ...
5
votes
1answer
205 views

Texture is black when manually building mipmap

I am trying to manually build a mipmap from a series of images. For the sake of brevity, let's assume the file containing the images I want (from 256x256 to 32x32) have paths file_1...4. What I do ...
4
votes
1answer
528 views

How do I generate a mipmap for a texture loaded from a stream?

I am loading a Texture2d from a stream: public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) { Texture2D texture; using (MemoryStream s = new MemoryStream()) ...
3
votes
1answer
290 views

Using textureGrad for anisotropic integration approximation

I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use ...
2
votes
2answers
512 views

Offline texture mipmap generation

I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
2
votes
1answer
185 views

How to smooth the model/texture look from a distance?

(First of all, I really didn't know how to title my question so it tells exactly what I mean so if anyone has a better title feel free to edit my question or leave a comment.) Look at the water in ...
2
votes
1answer
55 views

How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?

To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and ...
1
vote
1answer
1k views

How to achieve anisotropic filtering

I am loading a texture and using glGenerateMipmap() on it to achieve some level of mipmaping. I get different result on nVidia gt 555m, and on Intel HD 3000. The texture rendered by nVidia is not ...
1
vote
1answer
68 views

Can I Use SetLOD with D3D9Ex?

I need to limit the mipmap level loaded onto the device for certain textures, but I'm using a D3D9Ex-based engine, so I can only use D3DPOOL_DEFAULT, not D3DPOOL_MANAGED. Microsoft's documentation ...
1
vote
1answer
824 views

glGenerateMipmap confusion

I'm trying to get a grip on mipmaps with OpenGL. I believe I understand the concept, but when trying to have OpenGL generate them I wonder how it determines how many mipmaps to generate? Here's what ...
1
vote
1answer
195 views

GL_GENERATE_MIPMAP vs. GL_MAX_TEXTURE_SIZE

If we generate mipmaps for a texture using GL_GENERATE_MIPMAP (or glGenerateMipmap), how big can the original texture be? Is it the size returned by GL_MAX_TEXTURE_SIZE, or half of it?
1
vote
3answers
14 views

How to sample a texture with specified LOD in SM 2.0?

That is my question, in SM 3.0 there is the HLSL intrasic function tex2Dlod to pick a color on a texture2d at specified coords and specified level-of-detail. But after long search on the web, I don't ...
1
vote
1answer
532 views

How to disable mipmapping?

I'm making a 2D game in which I create some textures dynamically for displaying as simple 2D quads. To achieve this, I call ID3D11Device::CreateTexture2D that requires a D3D11_TEXTURE2D_DESC. typedef ...
1
vote
0answers
52 views

tex2Dlod to limit max mip level to use for a texture (atlas)

I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...
1
vote
0answers
87 views

DirectX 11 GenerateMips only works with premultiplied alpha?

The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
0
votes
1answer
51 views

Texture2D.SetData Method Overload

Been reading up on various methods in the XNA framework, and found this one. I've done some Google searching, but I can't seem to find any information on how to use this particular method overload. ...
0
votes
2answers
161 views

Direct3D 11 - Mipmap level selection

When we sample a texture resource through an SSO in HLSL, how is the mip level selected for sampling; assuming the texture resource contains mips? The SSO has parameters that seem to be concerned ...
0
votes
1answer
128 views

How to load a DDS file with mipmaps

I believe there's a D3DX function that can load a DDS file with mipmaps but D3DX is deprecated. Any function/library that can load it and that's not deprecated? I need it for DirectX if it makes any ...
0
votes
1answer
117 views

On Demand Loading of MipMap Layers

I have heard that in OGL and in DX9 D3DPOOL_MANAGED mipmap layers are pulled to the GPU memory on demand. As in If I pull from layer 4 of a mipmap, that layer and all smaller layers are pulled into ...