Fun with MIP levels
Fun with mip levels:
Please implement transparency anti-aliasing support. Supersampling helped the flickering vegetation (and other alpha tests) on zooming in E:WoM but is completely overkill and more like a compromise solution.
I don't understand what this video is about...
MIP levels are different textures in the same texture file, that you render according to distance from camera. It allows you to show one texture far away, and another more detailed up close. In the video, Frogboy replaced the "far away" texture with some random stuff.
They are commonly used in Source games as a way to do funny sprays that show one image far away, and another up close. For any other purpose than saving memory, their use is limited, because people running at low graphic settings only ever see the low-quality far-away texture.
What are the pink and blue clouds that show up?
+1 for a great and polite explanation
YAY to be able to zoom in really close on the overland map soon ![]()
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