6
votes
How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?
In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and not care about wasted resources.
Not really. If we forget about wasted resources and use fast ...
4
votes
Accepted
Sprite becomes blurry or jagged when camera zooms out
First, make sure your sprite/texture import format is set to RGBA 32-bit. Any other import settings apply some compression algorithms to save video memory/loading time, at the cost of image quality. ...
3
votes
Does GPU mipmapping assume the texture is gamma corrected?
Taking from the OpenGL 4.4 specification:
The contents of the derived arrays are computed by repeated, filtered reduction of the levelbase array. For one- and two-dimensional array and cube map ...
3
votes
Accepted
How would I generate mipmaps for a 3D texture in Unity (at runtime)?
I finally figured out the issue. Unity will automatically generate mipmaps if the fourth parameter of:
...
2
votes
Does GPU mipmapping assume the texture is gamma corrected?
Some people in the comments pointed out some mistakes in my previous answer. This answer tries to fix all those issues. Thanks for the feedback!
Here is the new code.
I have chosen better images for ...
2
votes
Direct3D 11. GenerateMips not work
desc.MipLevels = 1;
You asked for the texture to be created with only one mip level, so the texture was created with only one mip level.
From the ...
1
vote
Accepted
How to generate mipmaps with min value sampling for Hierarchical Z test (HiZ)?
After some workaround this is my solution
Using DX11 generatemips
Create texture pTex with mip flag on (eventually fixed number of miplevel) and D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE ...
1
vote
Accepted
how to generate mipmap, and check if done properly?
My solution.
So my approach is
i prepare image that i want to render with mipmap effect in file
create resource of that image(i used CreateWICTextureFromFile)
...
1
vote
how to generate mipmap, and check if done properly?
One way is capturing a frame with a graphics debugger, such as RenderDoc, Nsight, Visual Studio graphics debugger or something else, search for your texture in the resources window (different names ...
1
vote
Accepted
Mip map artifacts
Looks like you need some padding/margins in your texture so it doesn't bleed from edge to edge.
Edit:
I should probably elaborate, Ill probably come back to this ( can't right now ). So if someone ...
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