Anyone know of a tutorial, for example of recommended settings in the nvidia dds photoshop plugin, especially for textures using an alpha channel. Or maybe someone can give me some pro tips here
I'm mostly doing environmental textures, plants, trees. I've so far always used the default (triangle) mipmap filter.
I guess my questions are;
Which is the best mipmap filter for textures using an alpha channel (leaves, for example)?
Is it advisable to have more than 10 mipmap levels (let's take a 2048x2048 texture as an example)? The later mipmaps comes off extremely pixelated, and the alpha channel is just a pixelated mess since the resolution is so low, is this even usefull to achieve its "antialiasing" effect?
Is more mipmaps better or worse for performance?
Thanks a ton.
Replies
http://number-none.com/product/Mipmapping,%20Part%202/index.html
(and gamma correction?)
You might find that your problem is coming from the filtering and turning up/on ansio would help.
http://en.wikipedia.org/wiki/Anisotropic_filtering
Mips are essential for performance! But actually before that can be said for sure you would need to do profile your scene/game (I've no idea how to do that sorry!)