What a neat test!  Yes I think I can explain it.  Mipmapping is not an all or nothing technique.  When I first started working with textures I thought that a mipmap level was picked and used for the entire shape, but in fact that is not the case.  The mipmaps work at the texel level.  When a texel is going to be rendered Mipmapping uses a variety of techniques to determine what color to draw.  Across one shape being rendered you could concievably get a little piece of every mipmap level if it was a very near to a very far perspective. You can setup the algorithm for both minification and magnification.
 
Dave Yazel
Cosm Development Team
 
 
----- Original Message -----
Sent: Sunday, March 18, 2001 9:29 AM
Subject: [JAVA3D] MIPMap

Hey-

I am working on an example of MIPMapping.  I generate
a series of BufferedImages each with Text indicating
the image size (e.g. 256 x 256, 128 x 128 ...1 x 1).

If the viewer is on the size of the box and goes forward
and backward, the MIPMap works as expected and
changes BufferedImages as expect.

When I rotate the textured box, however, I get situations
where part of one BufferedImage overlays part of the
other.  As you move forward or backward, the
texture "wipe" across.

I have included a screen shot.  256 and 128 are combined.

Anyway, does anyone know why this happens?

Thanks-

Alex


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