Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Pirateman

MipMap Blending

This topic is 6395 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Remember Glide? That API had a neat feature where it would blend textures between mipmap levels to prevent mipmap banding. The results were always beautiful. Does DX or OpenGL have the ability to do this? If so, how? Thanks! Evan

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
If you replace blend with filtering do you get a standard method supported by both DX and GL. Just look in the documentation...

Share this post


Link to post
Share on other sites
That''s trilinear filtering. In OpenGL, set the minification filter to GL_LINEAR_MIPMAP_LINEAR, if I recall correctly.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!