CheeseOnToast wrote: »
A new texture per LOD is a really bad idea, unless you've got tons of memory to spare. Zipping round your mesh deleting loops and collapsing rings while avoiding UV borders is the easy way to do it.
Piflik wrote: »
Mipmaps reduce rendering time and Anti-Aliasing Artifacts, not Memory usage...they use more Memory, since all optimized versions of the texture are on one image file.
Interesting info here. I agree with Vig. Texture memory is way more important than saving some tri's, especially when these next-gen engines start pumping out the polycount they do on consoles over the next year.