Original Post
Hi I decided to create my own texture format for my engine. It will be very similar to uncompressed TGAs, however I want to store the mipmaps as well. I have writting some implementations with linear and bicubic interpolation to sample images down. My question is, do you know some more down sampling algorithms that procude higher quality images than bicubic interpolation? Till now I used gluMipMaps.... in OpenGL which as far as I know uses bicubic itplation. Any suggestions are welcome. cu