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I have recently entered in the OpenGL world. I am very pleased with the performance that I got with opengl compared to those obtained with a SurfaceView and its canvas. At the same time because of the limitation of the images to be in power of two I noticed that the quality of the sprite of my game is a little decreased. I read that we can use mipmap in Android but I have not found a real tutotial.

Are they compatible with Android 2.2+ ?

Which program creates mipmaps?

How do you actually use in code?

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Here is a good tutorial for using mipmaps (and other filtering techniques).

To answer your other questions:

It should work fine in Android 2.2+.

Mipmaps are created from your base texture at runtime.

The tutorial provides full source code :)

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  • \$\begingroup\$ Thanks for your help but I meant create mipmaps manually. Is this possible in Android? :) \$\endgroup\$ – VanDir Oct 20 '13 at 23:28

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