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FFP v0.4.6 || 3D Java software renderer || An alternative to mip-mapping
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Since I'm not a personal fan of implementing mip-mapping, I thought of a way to go around it. Here you can see what I've thought of. I blend the texels with the average of the n-by-n block in the base texture that the texel is located in.
This concept does not have the drawbacks that traditional mipmapping has, for example, the gradient is smooth, while in traditional mipmapping (non-trilinear), a clear line can be seen between mipmap levels.
This concept does not have the drawbacks that traditional mipmapping has, for example, the gradient is smooth, while in traditional mipmapping (non-trilinear), a clear line can be seen between mipmap levels.
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