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Playing with alpha channel TGA files as image maps, I'm quite happy with
the effect, gonna paint some more and work on some real world looking
models to put 'em in.
Dancing in the spotlight:
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On Thu, 11 Jan 2001 21:17:33 -0500, Colin Scott McDonald
<sco### [at] metrolink com> wrote:
>Playing with alpha channel TGA files as image maps, I'm quite happy with
>the effect, gonna paint some more and work on some real world looking
>models to put 'em in.
POV doesn't do mipmapping so you're probably gonna want to either use
higher recursive AA (method 2) or use a mipmapped version of your
image map, probably averaged with the original. You're likely to
improve quality this way.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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Peter Popov wrote:
> POV doesn't do mipmapping so you're probably gonna want to either use
> higher recursive AA (method 2) or use a mipmapped version of your
> image map, probably averaged with the original. You're likely to
> improve quality this way.
>
How do I make a mipmapped version of the image map?
Thanks,
Scott
http://www.urbandragons.com/
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On Fri, 12 Jan 2001 19:43:16 -0500, Colin Scott McDonald
<sco### [at] metrolink com> wrote:
>How do I make a mipmapped version of the image map?
For a mipmapping level of n, process the original image with a mosaic
filter of size nxn and then downsample it to 1/n its original size
without any interpolation (nearest neighbour). This image will be more
suitable for larger distances as it provides more information in a
single screen pixel than the original version (a pixel of the rendered
picture, that is).
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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