Mipmaps are smaller versions of texture. So when your polygon is small renderer uses smaller texture for it to faster rendering and prevent "swiming" effect. Mipmaps are precalculated directly to texture (there is Photoshop plugins to do these, like mipster script from nvidia http://developer.nvidia.com/object/photoshop_dds_plugins.html). However usually 3d apis can make those themself as well and you don't need to make those smaller images yourself. So you might want to find something like createMipmaps() method from Away3D. Likely there is also a way to disable mipmaps, when you won't need any mipmap levels at all, but mipmaps are recommened to use.
On 12 maalis, 20:19, netphreak <[email protected]> wrote: > And how do i set the mipmap levels? > > On 11 Mar., 19:12, xcx <[email protected]> wrote: > > > Haven't used Away3D4, but error message says that you don't have all > > mipmap levels. So do you have them? You can just try to disable > > mipmapping if you don't need it. > > > On 10 maalis, 19:43, netphreak <[email protected]> wrote: > > > > Hi, all! > > > > I'm currently experimenting with Away3D 4.0. > > > > I've set up a scene with some plane, assigned a bitmapmaterial to the > > > planes. > > > > When i try to see the result in the Flash player, i get the following > > > error: > > > > Error #3700: Atexturesamplerbindsanincompletetexture. Make sure > > > to upload(). All miplevels are required when mipmapping is enabled. > > > > No search on google yields any results/help.... > > > > Any idea, what the problem might be? > > > > Kindly regards
