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Mipmapping using detailed texturing

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Mipmapping requires up to 34% extra video memory and adds a tiny bit of arithmetic to the pixel shader. This is true regardless of what/how you are texturing. The costs of mipmapping are heavily outweighed by the benefits, and turning it off is almost always a bad idea for general rendering.

Do you have a more specific question? If not, I highly suggest you use trilinear filtered mipmapping at all times.

Regards
Admiral

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I'd modify that a bit: Although you can leave trilinear on for everything, it doesn't really help normal objects. It does usually help large objects, or, more commonly, receding planes like floors and terrain, though.

"Detail texturing" is a separate thing from mip-mapping, but Google can provide you with details.

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