# How to use mipmap with TextureAtlas and AssetManager

I searched on the Internet but couldn't find the way to use mipmaps with libGDX TextureAtlas. I want atlas instead of normal textures because as far as I know mipmap supports only 2^n width and height and my single textures have other width and height but atlas have 2048x1024.

I can use mipmaps with Texture using

TextureParameter param = new TextureParameter();
param.minFilter = TextureFilter.Linear;
param.genMipMaps = true;
manager.load("data/mytexture.png", Texture.class, param);


but it's not working with TextureAtlas, I tried to change TextureParameter to TextureAtlasParameter but this class don't have genMipMaps field and can't be passed to load method, too.

## 2 Answers

If you've a pack file along with the image, like text or json file, there probably is a line that specifies the filter used in that atlas. For example the file may be like this:

pack3.png
format: RGBA8888
filter: Linear,Linear
repeat: none
image1
rotate: false
xy: 2, 2
size: 484, 484
orig: 484, 484
offset: 0, 0
index: -1
image2
rotate: false
xy: 488, 2
size: 484, 484
orig: 484, 484
offset: 0, 0
index: -1


Just change the filter in there to the one you like (in the order min,mag) and save the text/json file.

As far as I am aware, the setting genMipMap for TextureAtlas is not available. If you're packing your images using TexturePacker to create your atlas, you can pass it Settings:

TexturePacker.Settings settings = new TexturePacker.Settings();

settings.combineSubdirectories = true;

settings.filterMin = Texture.TextureFilter.MipMapNearestLinear;
settings.filterMag = Texture.TextureFilter.Linear;

// Packs all textures inside your "textures" folder into a folder named "pack"
// "pack.atlas" and "pack.png" will be created.
TexturePacker.process(settings, "textures", "packs", "pack");

• So maybe do you know any other way to avoid textures distortion while moving? More info here stackoverflow.com/questions/31311915/… – bpawel10 Jul 10 '15 at 5:34
• @bpawel10 Try setting filterMin to Texture.TextureFilter.MipMapNearestLinear and filterMag to Texture.TextureFilter.Linear. I edited my answer to reflect this. – driima Jul 10 '15 at 10:17