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Posted 26 February 2012 - 01:04 PM
Posted 26 February 2012 - 03:21 PM
Posted 26 February 2012 - 05:10 PM
Yep,it's helpful to me.Thanks!
You could easily pre-generate your textures using the DirectX Texture Tool. It creates mip-maps automatically as dx would.
There are pro and cons on pre-generating it
+less loading time(i think so, but I am not sure)
-more memory usage on the hard drive
Posted 26 February 2012 - 08:30 PM
Posted 27 February 2012 - 02:41 AM
Thanks very much!You make me a deeply understood about this topic.And I'm clear now.
Automatic mipmap generation is really intended for GPU-writeable textures such as render targets, and not static textures. If you can, you probably want to generate the mipmaps yourself. If you do it yourself you can ensure proper handling of things like sRGB conversion, normal maps, and alpha-tested textures. You also can't use auto-generated mipmaps for compressed texture formats, which is a major downside. Anisotropic filtering doesn't replace mipmapping, it works alongside it. The basic idea is that you retrieve prefiltered texels when you can, and take additional samples for high degrees of anisotropy. Technically you could eliminate the need for mipmaps by taking LOTS of samples to cover the entire sampled region, but this would be really expensive without much benefit.