POV-Ray : Newsgroups : povray.off-topic : MipMap Question : MipMap Question Server Time
3 Sep 2024 21:12:57 EDT (-0400)
  MipMap Question  
From: Darren New
Date: 21 Jul 2010 19:54:05
Message: <4c47889d$1@news.povray.org>
I'm drawing a corridor. I have a bunch of wall textures that work well 
together, a bunch of floor textures, a bunch of ceiling textures. So I put 
them on the appropriate faces somewhat randomly.

I could either keep a list of faces with floor 1, with floor 2, with wall 1, 
wall 2, wall 3, ... and draw each set of faces in a separate pass. What I 
chose instead was to put all the textures into one larger texture, and 
simply map the appropriate subset of the texture to the appropriate points 
on the face, eliminating the need to push anything to the graphics card more 
than once.

When I turn off mipmaps, I get the usual aliasing/moire problems, but 
everything looks crisp when I'm not moving. When I turn *on* the mipmap 
generation for the texture, everything looks a lot more blurry, even up close.

Is this expected? Am I not understanding something? Is the bluriness from 
the mipmaps themselves, or is something else going on there? It looks like 
the system/library/card/whatever is picking the wrong mipmap level. Is this 
not a pretty normal way to work it?

(Note that I haven't changed the size of the original textures. I just tiled 
them into on larger texture.)

This is DirectX if that makes any difference.

-- 
Darren New, San Diego CA, USA (PST)
    C# - a language whose greatest drawback
    is that its best implementation comes
    from a company that doesn't hate Microsoft.


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