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iPhone game texture questions...
Hey everyone !
I usually find the answers I'm looking for here, but this question goes unanswered thus far... I am currently making a 3D point and click game for the iPhone and I want to make texture atlases to reduce drawcalls. However, I also would like to use mip mapping.
I was wondering if the mip mapping would conflict with the texture atlas ? What I mean is say I have 2 objects using the same atlas (one near and one far) and the texture generates mip maps, will Unity mip map per texture (both objects wil be blurred or sharp) or per object (far object blurs, near object stays sharp)?
I have tried to test this, but I can't really seem to get results or answers.
Thanks in advance for all your help !
Answer by Jessy · Feb 03, 2011 at 03:46 PM
It's the best case possible; mip level selection is per-pixel. You have nothing to fear. :-)
You can see this is action by having a plane that runs along the camera's z axis and moving the camera. You'll notice a discernible edge where the mip levels switch. These cases benefit from trilinear, and anisotropic filtering, though I don't know if the latter is possible on iOS. (Maybe it is in OpenGL ES 2.0, but not 1.1, not sure.)
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