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mipmapping
technique that consists of creating half a smaller version of a texture repeatedly until 1x1 texture
NOTE
From my understanding, it's a GPU optimization technique
WARNING
Mitigate moiré patterns by specifying appropriate algorithms
- All texture variations are sent to the GPU
- GPU will choose the most appropriate version of the texture.
Algorithms
Minification filter
Texture filtering that happens when pixels of texture < pixels of the render
In other words, the texture is too big for the surface, it covers
- controls how the texture is sampled
- how the final pixel color is calculated
Magnification filter
Texture filtering that happens when pixels of texture > pixels of the render
- Change using
magFilter
property - Possible values
THREE.NearestFilter
(default)- Cheaper
THREE.LinearFilter
NOTE
Only use the mipmaps for the minFilter
property. If you are using the THREE.NearestFilter
, you don't need the mipmaps, and you can deactivate them with colorTexture.generateMipmaps = false
: