Difference between revisions of "Texture filtering"

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Texture filtering is used whenever a [[Texture]] is altered by the [[:Category:GameEngines|game engine]] to eliminate jagged edges and shimmering [[Pixel]]s.  
This term is used whenever a texture is altered by the [[Engine|engine]]: to eliminate jagged edges and shimmering [[Pixel|pixels]] whenever [[Texel|texels]] are larger or smaller than screen pixels (see [[Aliasing|aliasing]]), or to perform [[textureBlending|texture blending]] to blend two textures together.
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See also [[AnisotropicFiltering|anisotropic filtering]], [[MipMap|MIP mapping]].
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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.  
  
[[Category:Glossary]]
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See also [[AnisotropicFiltering]], [[MipMap]].
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[[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.


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