demostenes Posted May 14, 2018 Posted May 14, 2018 How is it implemented? What is trigger for using higher mip? Distance of object, or size of object in pixels?
morbid Posted May 15, 2018 Posted May 15, 2018 Hello demostenes, mips are switched depending on the distance to the object. The closer it is the more detailed mip you observe. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted May 15, 2018 Author Posted May 15, 2018 Ok, thanks. Can this be somehow controlled, or it is hardcoded in DX?
morbid Posted May 16, 2018 Posted May 16, 2018 Hi, I was wrong in the first place. Mips are switching automatically and this process is controlled by GPU. What mip level should be displayed depends on a number of calculations. as far as I see, the most important is delta X and delta Y for screen space. Please note, that mip selection also depends on screen resolution. In Unigine there 2 possible ways to tweak this logic: Enable Mip Bias in material states and change it in the Parameters tab Modify directx shader Both options will have a significant impact on performance. So, it's better to use automatic mip selection :) Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted May 16, 2018 Author Posted May 16, 2018 (edited) Great, thanks, this is exactly what I needed :) Edited May 16, 2018 by demostenes
morbid Posted May 16, 2018 Posted May 16, 2018 Glad to help! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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