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Posted 28 July 2001 - 08:56 PM
Also, the visual clarity of a mipmap is generally more visually accurate than linear filtering. Anisotropic filtering (or trilinear mipmapping) gives me by FAR quality rendering of distant planes. These effects are most noticeable when the distant plane's normal is almost perpendicular to the viewing angle (such as far away floors).
3Digest has nice page which details this.
Edited by - Elixir on July 29, 2001 3:57:15 AM
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Posted 29 July 2001 - 10:50 AM
the reason being when a texture is a little ways away GL_LINEAR_MIPMAP_NEAREST will use a say 4x4 sized texture but GL_LINEAR will have to use the original sized texture say 256x256.
but thats not the main benifit from mipmapping its main benefit is its gets rid of most of the aliasing problems.