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Question by
ina · Oct 08, 2017 at 09:59 AM ·
texturecompression
Mitchell vs Bilinear Resizing Textures 2017.2
I notice that Resize Algorithm now gives a Mitchell option and not just Bilinear or none.
Can someone explain when to use each one, giving a few examples? What does the manual mean by noise cases?
Also, is this is a Unity-specific implementation that differs from standard Mitchell
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Answer by LilGames · Dec 06, 2017 at 03:55 PM
Noise, meaning small details that need to stay sharp looking. In that case, use Bilinear
"Might provide better result than Mitchell for some noise textures preserving more sharp details." https://docs.unity3d.com/ScriptReference/TextureResizeAlgorithm.Bilinear.html
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