On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
> Mipmapping does this for you automatically.  The system stores several
> versions of the texture at reduced resolution.  If the original texture
> is 256x256, then the system will also build a 128x128 version, 64x64,
> 32x32, 16x16, etc.  Then the driver selects the texture resolution that
> best matches the screen resolution of each polygon it renders.  
This is great news.

> There 
> are cases where this doesn't work as well as you'd like (nearly edge on
> polygons get a much lower res texture than you'd hope for) but there are
> often work arounds such as anisotropic texture filtering (which is
> probably a driver option for most cards/drivers.)
>
> Curt.
Would you mind explaining what anisotropic texture means?

Thanks,
Ampere

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