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Questions tagged [mipmaps]

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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1answer
35 views

Does GPU mipmapping assume the texture es gamma corrected?

I have been reading the Real Time Rendering book and stumbled upon this paragraph: For textures encoded in a nonlinear space (such as most color textures), ignoring gamma correction when ...
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0answers
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Pixelshader required for mip mapping to work, DirectXTK

For a C++ .dll project of ours, I am trying to work my way towards understanding the rendering pipeline in conjunction with the DirectXTK...quite a long and rocky way. I came so far as to being able ...
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1answer
17 views

creating 2d array texture with mipmap

these day i am working with texture2d array with mipmapping. so this is how i tried so far. my approach load multiple(not textureArray form) textures that i want to set as array from computer folder. ...
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2answers
69 views

how to generate mipmap, and check if done properly?

i am implementing Mipmapping for my texture for the first time. i have 2 questions HOW TO CHECK IF MIPMAP IS DONE PROPERLY ? HOW TO SET MIPMAP FOR TEXTURE FROM FILE ? First one. i implemented ...
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0answers
44 views

how can i start mipmap technic from character?

hi how can i start mipmap technic from character ? i mean example like this picture : in my code mipmap starts from camera(Near Clipping Plane). i dont want this. ...
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2answers
185 views

Mip map artifacts

I have created a texture in Blender in texture paint mode. Then I have started to add some details for side and corner texture. They are primarily height maps. I had some minor pixels being a ...
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1answer
687 views

Default mipmap level & elements to use for CopyTexture in Unity Scripting?

I want to make a tiled map. I want to use the function CopyTexture to copy from a Texture2D (where is stored my tileset) to a RenderTexture. I want to use the third overloading (with all the ...
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1answer
254 views

Mipmapping on CPU

I'm trying to load a big terrain texture and only want to load a certain mipmap level to the GPU with Vulkan. When the whole terrain is in sight, the camera is far enough away from it so that only a ...
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0answers
553 views

How does Unity's QualitySettings.masterTextureLimit work?

I'm trying to get to the bottom of how masterTextureLimit works, but my results have been inconsistent so far. I created a massive sprite (8192x8192), and I'd like to resize it at runtime to save ...
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1answer
561 views

Direct3D 11. GenerateMips not work [closed]

I try use this ...
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1answer
245 views

Does anisotropic filtering need a previously generated mipmap?

I have a GPU which supports anisotropic filtering and a 1024x1024 soil texture. I would like to know, if I even need to create a mipmap when I am using anisotropic filtering or if I can just leave it ...
2
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1answer
421 views

How can I read the smallest mipmap back to the CPU after calling generateMips?

I'm implementing an adaptive tonemapper based on the standard "scale down the luminance map to a 1x1 texture" approach. This is my code following the rendering of the luminance map: ...
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5answers
2k views

What is the graphical effect occurring to non-mipmapped distant textures called?

We all know about mip-mapping. It reduces texture quality when a texture is further away. Without mip-mapping, a texture appears to "flicker", like the top of the mountain here: Is there any ...
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1answer
225 views

GL_INVALID_OPERATION in glGenerateMipmap(incomplete cube map)

I'm trying to learn OpenGL and i'm using SOIL to load images. I have the following piece of code: ...
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3answers
566 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 ...
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1answer
4k 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 ...
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0answers
849 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 ...
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0answers
597 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 ...
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1answer
1k 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. ...
6
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1answer
2k 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 ...
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3answers
3k 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 ...
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1answer
689 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 ...
2
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1answer
820 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 ...
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2answers
3k 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 powers-...
4
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1answer
1k 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 ...
6
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1answer
11k 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 ...
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1answer
220 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 ...
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1answer
133 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 ...
2
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1answer
3k 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 ...
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2answers
1k views

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

I am loading a Texture2d from a stream: ...
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1answer
413 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 ...
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1answer
2k 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 ...
8
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1answer
4k 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 ...
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2answers
11k 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, ...
46
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5answers
38k 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 ...