- Home /
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:
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?
Your answer
Follow this Question
Related Questions
How to disable mipmaps? 1 Answer
Assigning UV Map to model at runtime 0 Answers
Keeping texture quality when Quality Settings change 0 Answers
Texture atlas - little glow of nearby textures seen from distance 1 Answer
2048x2048 texture mapped for whole building or 5 diff textures for wood beam,floor,wall,window etc? 1 Answer