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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:


References