Filtering textures
By applying texture filtering you can improve the image quality in 3D scenes with slight decrease in performance. The baseline point sampling requires storing the whole texture data into memory, whereas when you use mipmapping (or any of the filtering options) a smaller sized version of the texture can be used in case the texture area is small.
Note that a textured object that quickly transitions between mipmap levels can reduce performance because your application has to repeatedly load into memory different textures. See Using mipmaps.
Select the texture filtering option that best reflects the requirements of your application.
Using texture filtering
To use texture filtering:
- In the Library select Materials and Textures > Textures, and select the texture to which you want to apply filtering.
- In the Properties set the Filter property to:
- Bilinear if the texture is not scaled below half or above twice the original size for a smoother transition between mipmap levels. Results in better quality and some decrease in performance.
- Mipmap if the texture is drawn at varying distances or sizes. Results in better performance and some increase of memory use. See Using mipmaps.
- Point sample for correctly sized textures in static scenes.
- Trilinear for all-around smooth transitions between mipmap levels. Results in even better quality at slight decrease in performance.
See also
Adjusting the data size
Loading resources in parallel
Using mipmaps
Compressing textures
Measuring the performance of your Kanzi application
Images and textures best practices
Best practices
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