POV-Ray : Newsgroups : povray.off-topic : MipMap Question : Re: MipMap Question Server Time
3 Sep 2024 21:12:16 EDT (-0400)
  Re: MipMap Question  
From: Kevin Wampler
Date: 21 Jul 2010 20:29:36
Message: <4c4790f0$1@news.povray.org>
Darren New wrote:
> Kevin Wampler wrote:
>> Does everything still look blurry when you view it straight-on?  Or 
>> only when the walls are at an oblique angle to the direction the 
>> camera is facing?
> 
> Even straight on, IIRC.  (I stopped to do a different game in the 
> meantime, so I don't have this one compiled at hand right now.)  Even 
> worse at an angle, but that's expected, yes?

You might double-check just in case, since it might be the case that 
you're seeing an artifact of using isotropic mipmapping: 
http://en.wikipedia.org/wiki/Anisotropic_filtering.  Basically, if 
you're viewing at an oblique angle, you essentially need different 
mipmap levels in different directions.  I know OpenGL has an anisotropic 
mipmapping extension that fixes this, and I'm sure DirectX supports that 
too.


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