Mipmapping

25.12.2009 Eugenia Startseva

In fact, this horrible word means changing of texture’s resolution depending on camera distance (for detailed info view Wikipedia). The strategy helps to get rid of noise on long-distance objects and greatly increases drawing performance.

14 Responses to “Mipmapping”

  1. Twitter Trackbacks for Alternativa Platform blog » » Mipmapping [alternativaplatform.com] on Topsy.com Says:

    […] Alternativa Platform blog » » Mipmapping blog.alternativaplatform.com/en/2009/12/25/mipmapping – view page – cached In fact, this horrible word means changing of texture resolution depending on camera distance (for detailed info view Wikipedia). The strategy helps to get rid of noise on long-distance objects and greatly increases drawing […]

  2. Jake Lewis Says:

    Wasn’t Mip-Mapping introduced into the Flash player in one of the late beta releases of Flash 9? I wasnt aware that it could be turned on and off though.

  3. Andrey Kopysov Says:

    Jake, you’re right. Mipmapping was introduced in Flash Player 9 but it doesn’t work with 3D drawing and requires textures to be even in resolution. That is why we developed our own method of filtering.

  4. dVyper Says:

    That’s brilliant!!! A perfect demo for an excellent feature :)

  5. Johnny J Says:

    Hi there! Nice addition… but I don’t understand how you can make it a “per pixel” mip-mapping as you said on Twitter.

    That mean you need to be able to choose what BitmapData to read everytime a pixel is rendered by the drawing API. And that’s not possibleor is it ? :D

  6. Hebiflux » Alternativa3D se prépare à une bonne année Says:

    […] chez Alternativa, j’aime bien leur moteur. Deux updates sur leur blog, l’une qui montre une nouvelle démo optimisant les textures avec un test de mipmapping. Toujours un rendu impeccable doté d’un […]

  7. ian pretorius Says:

    Great!

    I read the wiki article and have a question from a flash perspective for load times :

    Is there one large image per texture to start with and degraded mipmaps are preprocessed at runtime or clever filtering of that single source map , or did you have to create a even larger texture mipmap to load or compile with?

    Ian Pretorius

  8. Vladimir Babushkin Says:

    There is original BitmapData, according to it we create a succession of BitmapDatas in a way that every next BitmapData is twice as small than the previous one (as it’s said in Wikipedia).
    To achieve per-pixel mipmappipng (when for every pixel you choose the needed mip-level according to its z-coordinate
    in camera space), we geometrically split by z-planes all the quantity of drawing polygons into several
    groups and draw every group with the needed texture. So it looks like every pixel is drawn by the texture which corresponds to its z-coordinate. Filtering has nothing to do with it, except for native smoothing.

  9. Teknoloji Says:

    Jake, you’re right

  10. Teknoloji Haberleri Says:

    yes right

  11. mynet sohbet Says:

    thank you

  12. sohbet Says:

    yes

  13. rr404 Says:

    What version of the engine does it run on ?

    Impressive demo, congratulation

  14. mynet sohbet Says:

    Thanks Frower Web Pages

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