Mipmapping
25.12.2009 Eugenia StartsevaIn 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.


25.12.2009 в 16:24
[…] 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 […]
27.12.2009 в 11:17
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.
28.12.2009 в 15:58
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.
31.12.2009 в 23:11
That’s brilliant!!! A perfect demo for an excellent feature :)
07.01.2010 в 04:05
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
14.01.2010 в 14:50
[…] 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 […]
20.01.2010 в 19:08
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
21.01.2010 в 17:36
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.
13.04.2010 в 02:01
Jake, you’re right
13.04.2010 в 02:01
yes right
14.04.2010 в 18:10
thank you
14.04.2010 в 18:11
yes
26.04.2010 в 22:37
What version of the engine does it run on ?
Impressive demo, congratulation
28.04.2010 в 19:11
Thanks Frower Web Pages