Questions tagged [mipmaps]

Mipmaps (also MIP maps) are pre-calculated, optimized collections of images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts.

In 3D computer graphics texture filtering, mipmaps (also MIP maps) are pre-calculated, optimized collections of images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts. They are widely used in 3D computer games, flight simulators and other 3D imaging systems. The technique is known as mipmapping. The letters "MIP" in the name are an acronym of the Latin phrase multum in parvo, meaning "much in little". Mipmaps need more space in memory. They also form the basis of wavelet compression.

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Purpose of mipmaps for 2D sprites?

In current Unity, For use in Unity.UI as conventional UI .. for any "Sprite (2D and UI)", in fact it always defaults to having "Generate Mip Maps" turned ON. Every time you drop an image in, you have to turn that "off" and apply. As noted in the…
Fattie
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Which memory barrier does glGenerateMipmap require?

I've written to the first mipmap level of a texture using GL_ARB_shader_image_load_store. The documentation states that I need to call glMemoryBarrier before I use the contents of this image in other operations, in order to flush the caches…
rdb
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How to disable mipmaps in OpenGL

I am making 2D sprite engine in OpenGL and I want to disable mipmaps, as I do not need them. When I call: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, internal->internal_w, internal->internal_h, 0, GL_RGBA, GL_UNSIGNED_BYTE,…
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Is there a minimum SDK required for using Mipmap folders for launcher icons?

I've read about the mipmap folders for launcher icons in Managing Launcher Icons as mipmap Resources and How should we use the mipmap folders added with android 4.4?. Is there a minimum SDK version required to use this? Is there a specific target…
Michael Levy
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Mipmapping in wpf

I'm new to 'wpf' and I've come over the following problem: In my project I try to use small resolution .png as texture for a model. When I disable mipmapping in Blender (where I built the cube) the result is just what I want: no mipmapping But in…
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OpenGL ES 2.0 texture2D bias/lod

I am using the OpenGL ES 2.0 GLSL functionality to manipulate images. What I want to achieve is to select a specific Level Of Detail (LOD) when fetching a sample from a texture from within a fragment shader. Apparently texture2DLod() is not…
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Generating mipmaps in Vulkan

I'm trying to generate mipmaps runtime (implement glGenerateMipmap() functionality) using vkCmdBlitImage but don't understand the process. Here's my code so far: VkImageCreateInfo imageCreateInfo = {}; imageCreateInfo.sType =…
SurvivalMachine
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In a GLSL fragment shader, how to access to texel at a specific mipmap level?

I am using OpenGL to do some GPGPU computations through the combination of one vertex shader and one fragment shader. I need to do computations on a image at different scale. I would like to use mipmaps since their generation can be automatic and…
Jim
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Confusion about drawable and mipmap in Android Studio from older example in book

[Disclaimer: First of all I know there are many posts about the drawable and the mipmap folder, I read a descent bunch of them] From the book Android Programming - The Big Nerd Ranch Guide there is an example in which I have to insert an icon next…
Joop
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Does glGenerateMipmap perform its averaging in linear space for sRGB textures?

The OpenGL 3.3 specification does not seem to ask that the mipmap generation be done in linear space. All I can find is the following: The internal formats of the derived mipmap arrays all match those of the levelbase array, and the dimensions…
Niriel
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Is iOS glGenerateMipmap synchronous, or is it possibly asynchronous?

I'm developing an iPad app that uses large textures in OpenGL ES. When the scene first loads I get a large black artifact on the ceiling for a few frames, as seen in the picture below. It's as if higher levels of the mipmap have not yet been…
brainjam
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Identify mip map levels by coloring different screen areas in GLSL

I don't wish to bombard this post with code. I've got a main file, fragment shader and a vertex shader file. I need to know the steps that I should take to color the screen according to mipmap level? I.e. where the loop should go that asks for…
Luke Evans
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Strategies for optimizing OpenGL-based animated/zoomable 2D UI rendering

I've built a scene graph based rendering system for my app's UI (http://audulus.com if you're curious). The app's UI is procedural, and a lot of it is animated. There are few pre-rendered images. Currently, it caches unchanging groups of drawables…
Taylor
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How to eliminate texture seams from mipmapping

I'm using texture blending in my terrain's fragment shader to blend from one texture to the next. Right at the seam between using only my grass texture and blending between dirt/grass or snow/grass textures, the mipmaps seem to cause an ugly seam…
Andrew Rasmussen
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HLSL tex2D() - where does the gradient come from?

When I sample a texture in a pixel shader the texture unit needs to select a mipmap based on the texture gradient around the pixel being shaded. There's a function tex2Dgrad() which allows me to supply info about the gradient manually and tex2Dlod()…
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