Difference between revisions of "Texture filtering"
From polycount
Cheeseplus (Talk | contribs) m (1 revision) |
EricChadwick (Talk | contribs) (restored and revised) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
− | + | Texture filtering is used whenever a [[Texture]] is altered by the [[:Category:GameEngines|game engine]] to eliminate jagged edges and shimmering [[Pixel]]s. | |
− | + | ||
− | + | Whenever [[Texel]]s are larger or smaller than screen pixels, some of the pixels in the original texture must be discarded, or else new pixels must be generated. | |
− | + | See also [[AnisotropicFiltering]], [[MipMap]]. | |
− | |||
---- | ---- | ||
− | [[Category:Glossary]] | + | [[Category:Glossary]][[Category:Rendering]] |
Latest revision as of 20:39, 19 March 2015
Texture filtering is used whenever a Texture is altered by the game engine to eliminate jagged edges and shimmering Pixels.
Whenever Texels are larger or smaller than screen pixels, some of the pixels in the original texture must be discarded, or else new pixels must be generated.
See also AnisotropicFiltering, MipMap.