@cmuratori Yes but you don't use mip-maps then?
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Replying to @cmuratori
@LiaSae ... or zoomed out, right? And with phone rendering, you do pinch-to-zoom, too, so you'd want it there if they were good.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@LiaSae Again, most places _don't_ do MIP'ing because they don't know how to program graphics at all :) But they _should_ be doing it.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Hm, good point. In those cases the geometry probably gets recomputed though, and various resolutions are streamed in.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@LiaSae You could use an accumulation buffer to do it, but then you're incurring a lot more overhead...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@LiaSae The reason we have MIP'ing is because it really is what you probably want, it's just it isn't spec'd right for tiling.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Mipmapping depends on the pixel to texel ratio. In anything UI-centric you want that to be 1 ideally, mipmaps are 3D-centric.2 replies 0 retweets 0 likes -
Replying to @LiaSae
@LiaSae@cmuratori but the ideal pixel/texel ratio is still 1:1 even for 3d centric, right?1 reply 0 retweets 0 likes
@damianGray @LiaSae She was talking about _base level_ texels, I believe.
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Replying to @cmuratori
@cmuratori@damianGray Yep. It is also desirable in 3D of course but you get away with less more easily than with UI.0 replies 0 retweets 1 likeThanks. Twitter will use this to make your timeline better. UndoUndo
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