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September 2009 - Posts

Texture filtering: anisotropy

Mipmapping allows textures to be scaled down by any amount while maintaining high quality filtering and cache-friendly memory access patterns. But mipmaps don't work so well when different axes are scaled by different amounts:   How do we choose

Texture filtering: mipmaps

In my previous article about texture filtering I mentioned that scaling down images using  point sampling, or scaling to less than half size using linear filtering, looks bad because some source pixels are discarded. Why exactly is this a problem?

Texture filtering

Any time we draw graphics using textures, we must figure out how to map one grid of pixels (the texture) onto a different grid of pixels (the screen). This process is called filtering.   The Identity Transform The pixel mapping is trivial if: The
 
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