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Mipmap creation and some NPOT issues.

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In NVIDIA's GPU Programming guide, the following is mentioned: "When creating mipmaps, don’t simply use a box filter to generate smaller and smaller mipmaps. Instead, use a Gaussian or Mitchell filter to take more samples—this will produce a higher quality result." could someone point me to resources on implementing these filters in SOFTWARE? also, in NVIDIA's white paper on NPOT mipmapping, they use a polyphase filter, which is, essentially, a box filter that's a function of the dimensions of the texture, f(x,y), and at x && y == POT, it's a box filter. shouldn't using a Gaussian filter yield better results here? or is there a problem stopping these filters from being implemented on NPOT textures?

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