Mipmapping
Maybe I''m missing something, but my understanding of mipmapping was to take the same texture, resize it for different resolutions then have an artists optimize it for that resolution. Then when using the textures in the engine then with mipmap support, the appropriate texture would be used based on the distance from the viewer, to give an optimal appearance, without the wierd flickering that usually occurs when textures are scaled.
If this were the case then I expect many copies for every texture to need to be predefined and stored. However, I''ve been talking to numerous UNREAL texture artists, and they all say the engine does mipmapping dynamically. Is this true? If so, how is it done? How could auto mipmapping be any better than scaling an image, and we know scaling distorts the image, that''s why we have mipmapping in the first place, right?
Thanks,
Larry
Laurence Grant3DMUVElgrant@3dmuve.comH=215-230-8357C=215-262-9258ICQ = 91152597AOL = lgrant01 or muve01
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