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gamedev:textureproperties:solidity_filterpriority

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gamedev:textureproperties:solidity_filterpriority [2021/09/22 13:23] dragonlordgamedev:textureproperties:solidity_filterpriority [2021/09/22 13:23] (current) dragonlord
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-Graphic modules use **Mip-Mapping** to calculate down scaled versions of the image set using the [[solidity|solidity]] texture property. This improves performance and visual quality. By down scaling the image information is lost. There exist different ways to calculate the down sampled images. The most common solutions are **Averaging**, **Minimum** and **Maximum*.+Graphic modules use **Mip-Mapping** to calculate down scaled versions of the image set using the [[solidity|solidity]] texture property. This improves performance and visual quality. By down scaling the image information is lost. There exist different ways to calculate the down sampled images. The most common solutions are **Averaging**, **Minimum** and **Maximum**.
  
 **Averaging** is the default Mip-Mapping technique used and calculates down scaled image pixels by averaging over pixels from the the next higher level. For most images this technique yields good results. **Averaging** is the default Mip-Mapping technique used and calculates down scaled image pixels by averaging over pixels from the the next higher level. For most images this technique yields good results.
gamedev/textureproperties/solidity_filterpriority.txt · Last modified: 2021/09/22 13:23 by dragonlord