Regarding MIP mapping, if we assume for a moment that the columnar rendering proceeds along familiar doom style methods (where the wall texture is rotated 90 degrees so that as you work along the output column you are sampling the texture at increasing addresses) then a MIP mapped approach could seriously speed up the rendering of distant walls since it would improve cache hit rates. It also serves (when done properly) to filter noise and moiré effects.
However, let's not get ahead of ourselves. The game source code in it's current form is not especially amenable to such modifications. Even if it is updated, the second problem is that the tooling also needs updating.
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