If any gfx people following me happen to know, a question I've had for a long time: why is the native MIP UV comp still the way it is? It seems like it's a bad way to do MIPs, because it doesn't work with borders or tiling. Why isn't the default like https://pages.jh.edu/dighamm/research/2004_01_sta.pdf …?
Just to be clear, I don't mean atlases. There are atlases in the paper but also a texture array alternative, which is what I meant. And it seems like it's the way you would normally want to do MIP'ing, because it allows borders and tiling.
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ah fair enough. i assumed you meant atlases. my bad.
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I haven't studied the atlas version so it may also "just work" but the one where it's just a single texture was very eye-opening. By considering the border to be one texel around, and adjusting MIPs accordingly, you get seamless tiling and/or proper borders.
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