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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OpenGL textured image is blurry

I am trying to create a mipmapped textured image that represents elevation. The image must be 940 x 618. I realize that my texture must have a width and height of a power of 2. As of now I have tried to incrementally go through doing all my…
anthv123
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Is it faster to use the graphics card to generate mipmaps at run time, or to load them with the texture from a file?

I have read that it is common practice to store mipmaps in the same file as the texture and to load the base image and the mipmaps at the same time. On the other hand reading from storage space (HDD or SSD) is drastically slower than using memory…
Ryoku
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Is regeneration of MipMaps when using Render to Target via FBOs required?

Assuming mipmapping is desirable: I call glGenerateMipmapEXT(GL_TEXTURE_2D); when I first allocate the render target for my FBO. Do I have to call this again when I've completed rendering to it to correctly populate all the mipmapping levels, or do…
Chad Mourning
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Mipmap sampler in Metal compute kernel (not vertex or fragment shader)

I have a source texture (480x480) that was created with mipmapped set to true (error checking removed to simply this post), and a dest texture (100x100): // source texture var textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:…
Labeno
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OpenGL: Accurate textures possible?

This is for a 2D game with OpenGL: Is it with using OpenGL possible to display a texture absolutely unfiltered, not streched or blurred? So that when I have a BMP and convert it into an OpenGL texture, and then retrieve that texture and convert it…
Derailed
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How to copy CUDA generated PBO to Texture with Mipmapping

I'm trying to copy a PBO into a Texture with automipmapping enabled, but it seems only the top level texture is generated (in other words, no mipmapping is occuring). I'm building a PBO using //Generate a buffer ID called a PBO (Pixel Buffer…
John
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Android MipMaps not working (Android Studio)

So, I set the mipmap folders up in the res/ directory (such as /src/main/res/mipmap-mdpi, and so on, for the different densities), and in the manifest I put the android:icon=@mipmap/ic_launcher for the ic_launcher.png files, yet I still get that…
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Blurring the depth buffer in OpenGL - how to access mipmap levels in a fragment shader?

I'm trying to blur a depth texture by blurring & blending mipmap levels in a fragment shader. I have two frambuffer objects: 1) A color frambuffer with a depth renderobject attached. 2) A z framebuffer with a depth texture attached. Once I render…
Dennis Ward
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Android App Icon size too small

I am working on a test android app. The problem I am having is that the app icon is very very small. I have added different sizes in different mipmap folder but the size is still the same = very tiny. I have tried to add large size in all of the…
Signature
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OpenGL Mipmapping: how does OpenGL decide on map level?

I am having trouble implementing mipmapping in OpenGL. I am using OpenFrameworks and have modified the ofTexture class to support the creation and rendering of mipmaps. The following code is the original texture creation code from the class…
Droozle
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LibGDX fonts with mipmapping drawn as black squares

I've encountered some issues with LibGDX's filtering. Fonts work fine without using mipmaps, but when I add them the text renders as a series of black boxes. Here's the method I use to generate a font. public static BitmapFont generateFont(String…
Jephron
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GPU Manual Mipmap Generation [OpenGL 2.x]

i want use a specific customized algorithm to generate mipmaps for some renderable textures (R16F & RGBA16F). All needed textures' mipmaps are pre-enabled by using glGenerateMipmapEXT(). The biggest problem so far is to render into 1+ mipmap…
Defd
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Does a SKTexture from a SKTextureAtlas support the mipmap feature?

From apples documentation: "You can only request mipmaps if both of the texture’s dimensions are a power of two." However, it's unclear whether the SKTextures from SKTextureAtlas's also support this feature (since they're essentially a bit different…
Theis Egeberg
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glTexImage2D vs. gluBuild2DMipmaps

Very basic OpenGL texture creation code: int width, height; BYTE * data; FILE * file; // open texture data file = fopen( filename, "rb" ); if ( file == NULL ) return 0; // allocate buffer width = 256; height = 256; data =(BYTE*) malloc( width *…
jalal sadeghi
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Mipmapping in OpenGL

I'm having a lot of trouble getting mipmaps to work. I'm using OpenGL 1.1, and I don't have glu, so I'm using the following texture initiation code: glGenTextures(1,&texname); glBindTexture(GL_TEXTURE_2D,texname); …
Codesmith
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