I've spent two or so days debugging some strange effects in my alpha mipmapping code and I'm pretty sure it's caused by something really simple that I can't come up with at the moment.
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Now I'll make it a part of our engine as it seems to work. Interesting results so far - the leaves look certainly better but it'll need some playing around with the values, possibly implementing other filtering methods after checking out how it looks like in-game. Sample img:pic.twitter.com/vshXmB5Nad
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Rust, C, C++, ASM 
