Jump to content
  • Advertisement
Sign in to follow this  
Aqua Costa

Texture clipmaps

This topic is 2771 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

Hi, I'm trying to fully understand how texture clipmapping works, but I have some questions.

First what I know:
-There is a stack of n textures of size x, where n is found like this: (originalTextureWidth / pow(2.0, n)) = x);
-So the first texture in the stack is the most detailed and just contains data of a small area around the viewer point, and the last texture is low detailed and contains data of the complete original texture dowsampled.
-When user moves every texture except the lower detailed one(because if already contains complete data) is updated using toroidal addressing.

And now the questions:

1 - How is each texture created? Do I let hardware generate mipmaps?

2 - Are the stack textures updated in the CPU or GPU?

3 - When updating finer levels I read I should sample a coaser level and upsample it, but if I do this wont I loose detail?

Thanks in advance

Share this post


Link to post
Share on other sites
Advertisement
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!