Lab 5Built on WebGL
Textures & Sampling
Wrap, filter and mip a texture, and see what each sampler setting actually costs you.
What you should come away with: Why a texture looks wrong at a distance, and what mipmapping is really trading away.
Assumes: Coordinate Spaces. It will still make sense without it, but that one comes first.
- orientation marker
- tile edge
What the sampler is doing
- texture
- 256²
- mip levels
- 9
- tiles across
- 6.0
- wrap
- R / R
The far end of this plane compresses hundreds of texels into one pixel. A sampler with no mip chain has to pick one of them and the choice changes every frame you move — which is the shimmer. A mipmap is simply the same image pre-shrunk nine times, so there is always a level where one texel is about one pixel. It costs a third more memory and removes an entire class of artefact, which is why it is almost always the right default.