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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How to deal with texture distortion caused by "squaring" textures, and the interactions with mipmapping?

Suppose I have a texture which is naturally not square (for example, a photographic texture of something with a 4:1 aspect ratio). And suppose that I want to use PVRTC compression to display this texture on an iOS device, which requires that the…
Joshua Smith
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OpenGL es, controlling VM usage when generating and rendering MIP maps

Is it possible to create a MIP map in open gl es 1.x that only loads the texture resolution it is currently rendering? So instead of loading all the textures resolutions from the largest to the smallest at once, have the mipmap only store the one it…
Marcubus
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Why are mipmaps not boosting sprite performance in this 2.5D scenario?

I have a situation where I have loads of high-resolution bushes. The issue is, these bushes are far too high detail and thus cause performance issues (partly because of shadows). A smooth solution to this would possibly be mipmaps, allowing the…
TheForgot3n1
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JOGL shimmering / texture flickering problem

i got a problem with my textures in a JOGL program. the textures i draw onto a cube which is taken from a displaylist are flickering. here is a video which shows the problem: http://www.youtube.com/watch?v=nIj3b_Rs7Nw (sorry for the bad video, i…
iam_peter
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Multi-Scale/Resolution C++ Container

I'm looking for a C++ array/vector-like container (template is a plus) that automatically builds an internal multi-resolution representation (mipmap) of the data preferrably using downsampling by 2 (dyadic) by default. My primary plan is to use it…
Nordlöw
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OpenGL texture minification artifacts

I have this mesh that basically samples its textures from an atlas. It works as intended when the texture is magnified. However, whenever I look at it from a distance, I start seeing lines and blue-ish tints on textures as if they're…
Whiteclaws
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OpenGL RGB DXT1 compressed texture mipmap upload

I'm trying to upload GL_COMPRESSED_RGB_S3TC_DXT1_EXT format mipmaped texture levels using PBO. the program is resizing and compressing the images using the stb_resize.h and stb_dxt.h libraries. Apparently the image compression works okay, but…
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Is deepest mipmap level not an average of all the texels?

I was trying to get an average of all the texels I've drawn in a texture attached to an FBO. The texture has RGBA32F format, so precision loss should be minimal in any case. For actual computation of the average I thought to use hardware generation…
Ruslan
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How does OpenGL decide between using MAG_FILTER and MIN_Filter when accessing in shader?

When configuring OpenGL with glTexParamteri(GL_Texture_2D, GL_TEXTURE_MAG_FILTER, ...) and glTexParamteri(GL_Texture_2D, GL_TEXTURE_MIN_FILTER, ...) how does OpenGL decide which filter to use when accessing a texture in shader with texture(...)? My…
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SpriteKit SKTexture mipmap doesn't work

I cannot figure it out how to apply mipmaps for SKTexture texture. I'm using XCode 8.2.1 with Swift. Here is my method: override func sceneDidLoad() { logo = childNode(withName: "logo") as! SKSpriteNode let texture: SKTexture! =…
widesteppe
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Is it possible to use custom mipmap sizes?

i am currently working on some kind of virtual texture implementation. The mipmap levels are used as a level of detail controlling structure. (Every texel in the virtual texture relates to a block of data in the 'real' texture.) The data exists in…
fho
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Is there something like vkCmdBlitImage for D3D12?

I'd like to create a mipmap chain for a 2D texture by blitting the base image into mip levels. In Vulkan, vkCmdBlitImage can be used to do this while linearly filtering the image (see another question). How can I achieve the same in D3D12?
SurvivalMachine
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How to change images from mipmap folder dynamically without "direct description" in code?

I have a lot of images (more than 200) with various sizes in mipmap folders, and I need to set images in ImageView dynamically... but how to do this without "direct description" in my code of that R.mipmap.*int files? There are flag images in…
user3352926
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OpenGL Texture Mipmaps: Load and Unload

In the perfect case, if the screen resolution is 1024x768, only 786432 texels are needed at a given moment, and 2 megabytes memory is enough. But in real world there is managing cost, so textures take much more memory. Texture streaming could reduce…
amanjiang
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How to delete corresponding mipmap icon images all at once?

Because Android studio adds padding to custom icons(this is a known problem) i was playing with different images and putting them using File->new ImageAsset. Now i have too many of same image.png in all folders. Is there way to delete all…
ERJAN
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