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Generating high quality mipmaps

Started by Basiror May 21, 2006 at 7:23 AM 2 replies 1.9k views
Original Post
Basiror
Basiror
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
http://www.8ung.at/basiror/theironcross.html
S1CA
S1CA
You'll probably find the following editions of Jonathan Blow's Inner Product column from Game Developer Magazine of interest:

http://www.number-none.com/product/Mipmapping,%20Part%201/index.html

http://www.number-none.com/product/Mipmapping,%20Part%202/index.html


BTW: the .DDS file format supports mip maps - although it started life as a DirectX technology, theres nothing inherent in the file format that would prevent you from using it with OpenGL or any other graphics technology. You can find the [basic] file format details in the DirectX SDK documentation.
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CrazyCdn
CrazyCdn
MSDN .DDS info I highly recommend looking into this option instead of rolling your own.
"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." --Benjamin Franklin
Basiror
Basiror
I think I ll use dds instead. Luckily I wrote the whole texture loading interface in a manner that allows me to use different format types with the same texture code :)

Are you restricted to use the dds format with dx and only or can you use it commercially even on linux?
http://www.8ung.at/basiror/theironcross.html

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