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Question by MagicalBilly · Jun 16, 2016 at 11:35 PM · texturemipmapstexture atlas

Will a low-resolution texture atlas cause these mip-mapping artifacts?

I currently have a very low-resolution texture atlas which I'm using as a test for a voxel engine prototype I'm working on. Each individual "tile" in the atlas is 4x4 pixels in size, while the entire texture atlas itself is 32x32 pixels in size. When I attempt to enable mip-mapping on the texture atlas, it looks something like this in-game:

alt text

Instead of smooth detail level transitions, there are very sharp, noticeable edges between each level of detail, and a fairly big difference in color as well.

Is this a result of the texture's low resolution, is it simply something that tends to happen with texture atlases in general when mip-mapping is enabled, or is it something else entirely?

unity-personal-64bit-gameplay-sceneunity-voxel-isl.png (465.2 kB)
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