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Latest mipmap Activity

@JoeJ I appreciate your answer! I already know how to use mipmaps in DirectX12.

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 Texture bleed when using tiling + mipmaps

@JoeJ Thanks, that sent me on quite a long derivative trip but finally I fond the solution. In terms of the approach mentioned in the kronos forum link, it looks like this:

uv = beg + size * fract(uv * tile);

vec2 smooth_uv = size * tile * vuv;
vec4 duv = vec4(dFdx(smooth_uv), dFdy(smooth_uv));

ve…
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