Quote:
Originally Posted by britelite
The usual preview is available here
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I've had a change to view the new preview, and the speed is simply amazing. But i'm not particular fond of the mipmap artifacts, as it really degrades the visual quality.
Would it make much of a performance difference if the mipmaping was done differently. Instead of upscaling the smaller levels, then down scale to the next mipmap level, and then compensate the performance loss by using longwords where possible.
ex: for wall height between 64-33 use the fullsize texture, for 32-17 use first mipmap level texture and for 16-0 use lowest mipmap level texture. (hope i make sence)
i would'nt mind if i had to manually hand optimize every wall height below 64 pixels, as it's no more than 32 code segments.