From 92f9dd1bf89e023607400b391befa82f09c82ced Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 17:37:05 -0700 Subject: [PATCH] Updated import_textures (markdown) --- import_textures.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/import_textures.md b/import_textures.md index 74d405e..a1c3867 100644 --- a/import_textures.md +++ b/import_textures.md @@ -18,7 +18,7 @@ Images in 3D hardware are scaled with a (bi)linear filter, but this method has l (Todo, find image sample of why it looks bad) To solve this, mipmaps are created. Mipmaps are versions of the image shrunk by half in both axis, recursively, until the image is 1 pixel of size. When the 3D hardware needs to shrink the image, it finds the largest mipmap it can scale from, and scales from there. This improves performance and image quality. -

+

Godot automatically creates mipmaps upon load for standard image files. This process is time consuming (although not much) and makes load times a little worse. Pre-importing the textures allows the automatic generation of mipmaps. ### Unwanted MipMaps