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Fixing Disappearing Texture Alpha Details in MipMaps
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[quote][b]xaos[/b] wrote: While it does look pretty decent in the place the wire mesh first switches mipmap levels it does look a bit overemphasized further away, likely because the repeated computation accumulates alpha in even lower mip-map levels. I guess this could be fixed by changing the refValue depending on the mip-level generated without incurring cost there. Another approach might be using a slightly larger downsampling kernel, kind of like (1 3 3 1)^2, or some other more bicubic-like variant (as this will likely be similar in effect to max, but possibly more well-behaved for iterated application). (1 3 3 1)^2 would have a sum of 64, so could be computed without divisions (and even without multiplications) likewise.[/quote]
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