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 …?
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And I was trying to figure out why this isn't the new standard way to do MIPs - it seems like you would always want this. Regular MIPs don't work very well, because they don't tile, so they always produce seams...
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yeah i did a double take reading it because at first i thought it was referring to a single texel - ie a border color! - but that was just my bias due to how i thought hw worked. i had no idea we ever had a ‘1 texel round’ mode…
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