Jump to content
  • Advertisement
Sign in to follow this  

OpenGL openGL ES 1.0 - chosing mipmap level

This topic is 2958 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


Mipmapping is a good thing, it gets rid of some aliasing. However, it also blurs out details pretty much. Especially if anisotropic mimapping is turned off (due to device limitations or performance reasons).

I'd like to know whether there's any way to manually chose the mipmap level to be used - or for example to make the graphicshardware always chose the next larger version instead of the one it would usually chose (creating a bit of aliasing, but not too much, and getting rid of blurring).

Any tips on that?


Share this post

Link to post
Share on other sites
figured it out! :)

value );

let's you set a bias to the chosen miplevel. the bias is applied for the currently active texture unit.

A value of -0.7f worked well for me. crisp textures and only little aliasing.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!