I think either a) I don't really understand MIP mapping, or b) MIP mapping isn't really right and probably should be done differently.
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Replying to @cmuratori
@cmuratori "I either understand this not at all or way too much"1 reply 0 retweets 1 like -
Replying to @mvandevander
@mvandevander Basically yes, that is exactly it.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori What is that rule about things like this finding the perfect idiot to design them? How engineers always work beyond their level.1 reply 0 retweets 0 likes -
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Replying to @cmuratori
@mvandevander But MIP maps were originally designed by really smart SGI guys I think - so they were probably very smart.3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@mvandevander Fundamental problem is the thing you want needs pow2+1 sized textures/mips, which suck to index into, pack, etc.2 replies 1 retweet 1 like -
Replying to @tom_forsyth
@tom_forsyth@cmuratori What if you put edge texels on edges, but keep 2^n? Doesn't line up nicely across mips anymore, but maybe that's OK.1 reply 0 retweets 0 likes
@Reedbeta @tom_forsyth That is exactly what I was talking about in http://pastebin.com/Sn6uQRfj
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