POV-Ray : Newsgroups : povray.newusers : mipmapping : Re: mipmapping Server Time
30 Jul 2024 00:27:33 EDT (-0400)
  Re: mipmapping  
From: Slime
Date: 11 May 2005 15:21:10
Message: <42825b26$1@news.povray.org>
> Trilinear between what? The four corners of the pixel? You'll lose some
> information then (just imagine: 4 black pixels on the texture with white
in
> between! *gosh* :-)

I think he means using mipmaps, and then taking the two nearest mipmaps for
the scale level of the current sample, bilinearly interpolating to get the
color for each of them at the sample position, and then linearly
interpolating between the two results to get the final value.

In my experience, this approach generates a little too much blurring, and
when I program with OpenGL, I often wish that I could have nice
anti-aliasing instead.

 - Slime
 [ http://www.slimeland.com/ ]


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