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我听说如果不使用"mipmaps_多精度纹理"真是太蠢了,为什么?
不管你是否使用"mipmaps_多精度纹理"都不要使用"nearest_邻近点"采样,它会在纹理被缩小时产生像素漂移。使用"mipmaps_多精度纹理"可以让你在缩小纹理时获得更高的图像质量。对纹理进行多精度处理只会增加33%额外的内存,当可以极大地改进图像纹理的质量。并且,今天的GPU可以非常有效的处理"mipmaps_多精度纹理",性能几乎不受它的影响。
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I've heard that it's a crime to not use mipmaps. Why is this?
Whether you're using mipmapping or not, you should never use "nearest" filtering, which causes texture swimming artifacts when textures are minified. Using mipmaps allows you to create accurately minified versions of your textures, so that they look as good as possible in the distance. Mipmapped textures only require 33% more memory than their non-mipmapped counterparts, so it is wise to trade off the small amount of extra memory for the vastly improved image quality. In addition, today's GPUs are optimized to handle mipmaps very efficiently, so the performance impact of using mipmaps is minimal.
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