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Author Topic: Mipmapping in replacement of @4x,@2x,@1x etc?  (Read 3197 times)

Babaganoosh

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Mipmapping in replacement of @4x,@2x,@1x etc?
« on: December 22, 2013, 05:52:27 am »
I'm not fully sure how mipmapping works. I understand it's used for premaking smaller size textures, so textures downsize better.

Basically I'm trying to figure out, is it possible to only use @4x textures for mobile then have the mipmaps handle @2x and @1x resolutions? Seems redundant/a lot of overlapping texture sizes if you want to use mipmapping and have to do it separately for @4x, @2x, @1x, etc.

unikronsoftware

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Re: Mipmapping in replacement of @4x,@2x,@1x etc?
« Reply #1 on: December 22, 2013, 11:13:10 am »
It is possible, but using @4x, @2x and @1x will let you use the textures without mipmapping (which can save substantial amounts of memory on the higher resolutions), and also explicitly specify differently optimised textures for each of the resolutions, which is pretty much essential if you want the highest quality graphics possible on each resolution. Eg. if you were using vector gfx, instead of downscaling you could rasterise at the correct resolution.