graphics - How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality? - Game Development Stack Exchange

Por um escritor misterioso

Descrição

To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and
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graphics - How do mipmapping, anti-aliasing and anisotropic filtering  contribute to rendering quality? - Game Development Stack Exchange
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