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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
mipmaps on

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.