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Feature requests / Re: Mipmapping for OpenGL texture creation?
« on: April 25, 2014, 12:55:23 pm »
I did a little bit of research and found out that mipmaps are a good thing in general, but can look blurry when used, because they are build by averaging the pixels. Also for good results with non power of two textures or arbitrary scales, you must use polyphase filters.
Possible solutions for the blurriness are:
- Use premade mipmaps
- Use a sharpening algorithm like the Kaiser filter: Mipmapping, Part 1 Mipmapping, Part 2
- Modify the mipmap bias (GL_TEXTURE_LOD_BIAS) http://www.opengl.org/registry/specs/EXT/texture_lod_bias.txt
- Don't use mipmaps
Sources:
http://forums.tigsource.com/index.php?topic=26733, http://developer.nvidia.com/content/non-power-two-mipmapping
Possible solutions for the blurriness are:
- Use premade mipmaps
- Use a sharpening algorithm like the Kaiser filter: Mipmapping, Part 1 Mipmapping, Part 2
- Modify the mipmap bias (GL_TEXTURE_LOD_BIAS) http://www.opengl.org/registry/specs/EXT/texture_lod_bias.txt
- Don't use mipmaps
Sources:
http://forums.tigsource.com/index.php?topic=26733, http://developer.nvidia.com/content/non-power-two-mipmapping