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#Actualgchewood

Posted 09 November 2012 - 01:42 AM

Thanks for the quick reply.
Yes, I'm aware how mipmapping works, but I was under the impression that standard mipmapping would give more of a blend between foreground and background textures whereas quite a lot of commercial games I've actually noticed a clear line between the 2 (it's incredibly noticable in the original Mass Effect). Does this not suggest that they're using 2 texture samplers? EDIT: quickly read up on the details of mipmapping and I assume the visual artifact was just down to them using point-filtering?

Could you also elaborate on what your last paragraph meant? What do you mean by "only makes sense when streaming in hi-detail textures"? And I've done the 2 samplers with an interpolation value approach before, in one of Riemers XNA tutorials if I remember correctly. I'm not entirely clear what the difference is between these 2 methods? Surely using 2 texture samplers and interpolating between them is effectively just a manual way of achieving the same thing mipmapping does?

#1gchewood

Posted 09 November 2012 - 01:34 AM

Thanks for the quick reply.
Yes, I'm aware how mipmapping works, but I was under the impression that standard mipmapping would give more of a blend between foreground and background textures whereas quite a lot of commercial games I've actually noticed a clear line between the 2 (it's incredibly noticable in the original Mass Effect). Does this not suggest that they're using 2 texture samplers?

Could you also elaborate on what your last paragraph meant? What do you mean by "only makes sense when streaming in hi-detail textures"? And I've done the 2 samplers with an interpolation value approach before, in one of Riemers XNA tutorials if I remember correctly. I'm not entirely clear what the difference is between these 2 methods? Surely using 2 texture samplers and interpolating between them is effectively just a manual way of achieving the same thing mipmapping does?

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