Introduction

What it is?

A texture can have mipmaps. Mipmap level 0 is the original texture, level 1 is downscaled by a factor of 2, level 2 by a factor of 4, and so on.

Mipmaps are generated so that far textures can sample higher mip levels, which means a more pleasant visual output and cheaper sampling. Wikipedia has a very nice example of that phenomenon, as well as the OpenGL GitBook. The downside is that we need to use more memory:

Why use it?

Most of the time we don’t render textures with mip 0, which means we don’t need it in memory. That means almost 50% memory reduction per texture. But further mips like mip …

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